Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 16 (spiked armor)
Hit Points 97 (13d10 + 26)
Speed 35 ft.
STR
19 (+4)
DEX
16 (+3)
CON
14 (+2)
INT
13 (+1)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws STR +7, DEX +6, WIS +5
Skills Athletics +7, Deception +7, Persuasion +7
Senses Darkvision 120 ft. (can see through magical darkness), Passive Perception 12
Languages Any two other languages
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

 

 

Innate Spellcasting. The Bandit General's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:

At will: disguise self, mage armor ,(self only), silent image

1/day: confusion, polymorph

Spellcasting. The Bandit General is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): dancing lights, eldritch blast, mage hand, toll the dead

1st–4th level (2 4th-level slots): hunger of hadar, misty step, counterspell, banishment, fly, witch bolt, tongues, shadow of moil

Actions

Multiattack. The general makes two melee attacks with its warhammer and one hand crossbow attack. Or the general makes one melee attack with its warhammer and two spell attacks with its eldritch blast.

Warhammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) slashing damage.

Hand Crossbow. Ranged Weapon Attack: +6 to hit, reach range 30/120 ft., one target. Hit: 7 (1d6 + 3) piercing damage.

Eldritch Blast. Ranged Spell Attack: +7 to hit, reach range 120 ft., one target. Hit: 10 (1d10 + 4) force damage.

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

It takes either a madman or one with great strength to keep a gang of bandits in line. Or in certain cases the help of an otherworldly being. Whether or not the patron be a devil or fey the bandit general keeps his men in line with their intimidating fiendish presence, or alluring sylvan charm, and of course plenty of treasure to reward the loyal. Despite this, smart adventurers can find the general's ego as an easy target.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

CptPepperjack

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