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Bandit Captain

Medium or Small Humanoid, Neutral

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AC 15

Initiative +3 (13)

HP 52 (8d8 + 16)

Speed 30 ft.

STR15MOD +2SAVE +4
DEX16MOD +3SAVE +5
CON14MOD +2SAVE +2
INT14MOD +2SAVE +2
WIS11MOD +0SAVE +2
CHA14MOD +2SAVE +2

Skills Athletics +4, Deception +4

Gear Pistol, Scimitar, Studded Leather Armor

Senses Passive Perception 10

Languages Common, Thieves’ Cant

CR 2 (XP 450; PB +2)

Actions

Multiattack. The bandit makes two attacks, using Scimitar and Pistol in any combination.

Scimitar. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage.

Pistol. Ranged Attack Roll: +5, range 30/90 ft. Hit: 8 (1d10 + 3) Piercing damage.

Reactions

Parry. Trigger: The bandit is hit by a melee attack roll while holding a weapon. Response: The bandit adds 2 to its AC against that attack, possibly causing it to miss.

In the same group

Other monsters of CR 2