Medium Humanoid (Any Race), Chaotic Evil
Armor Class 15 (studded leather)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
15 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
14 (+2)
WIS
11 (+0)
CHA
14 (+2)
Saving Throws STR +4, DEX +5, WIS +2
Skills Athletics +4
Condition Immunities Charmed, Frightened
Senses Passive Perception 10
Languages Any two languages
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

At the start of each turn they must succeed on a WIS saving throw, otherwise it will attack the ally closest to it on that turn

The captain cannot be attacked by their allied bandit party.

Actions

Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Control. The captain rolls a CHA check, and if successful any bandit within a 15 ft radius stops attacking their allies and focuses on the enemies

Reactions

Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

Description

 Once the respected leader of a group of roaming bandits, they have been driven mad to the point of no return. Though they have lost the ability to properly communicate, they still command the respect of the remnants of their party. 

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

whatawhimsy

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