Bandit Captain
9 fields differ · 16 identical
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.
The bandit makes two attacks, using Scimitar and Pistol in any combination.
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. It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades. In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain’s vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain’s colorful reputation.
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.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage.