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.
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
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.
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