AC 15 (leather armor)
HP 65 (10d8 + 20; bloodied 32)
Speed 30 ft.
Proficiency +2; Maneuver DC 13
Saving Throws Con +4, Dex +5
Skills Athletics +4, Deception +4, Intimidation +4 (+1d4), Stealth +5, Survival +3
Senses passive Perception 11
Languages any two
ACTIONS
Multiattack. The bandit captain attacks twice with their scimitar and once with their dagger, or throws two 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 feet, one target. Hit: 5 (1d4 + 3) piercing damage.
REACTIONS
Parry. If the bandit captain is wielding a melee weapon and can see their attacker, they add 2 to their AC against one melee attack that would hit them.
Bandits are outlaws who live by violence. Most are highway robbers, though a few are principled exiles or freedom fighters.
CR 0–2 1d8 bandits ; 1d4 bandits with cutthroat , apprentice mage , or thug
Treasure 40 gp, 200 sp, 300 cp
CR 3–4 bandit captain with 2 to 4 bandits ; pirate captain with 2 to 4 pirates
Treasure 150 gp, 600 sp, 8 turquoise gemstones (10 gp each), piece of a treasure map
CR 5–10 bandit captain with 1d10 + 5 bandits or 1d6 + 1 thugs ; bandit captain with 1d10 + 5 bandits and apprentice mage , minstrel, or priest ; pirate captain with 1d10 + 5 pirates
Treasure 350 gp, 500 sp, 10 pieces of cheap jewelry (25 gp each), 40 pounds of trade goods (200 gp), treasure map, 3 potions of healing
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.