Free interactive D&D 5e SRD stat block

Bandit Captain

Medium Humanoid, CR 2, AC 15, 52 HP. Neutral.

Medium Humanoid, Neutral

AC
15
Initiative
+3 (13)
HP
52 (8d8+16)
Speed
30 ft.
ScoreModSave
STR 15 +2 +4
DEX 16 +3 +5
CON 14 +2 +2
INT 14 +2 +2
WIS 11 +0 +2
CHA 14 +2 +2
Skills
Athletics +4 , Deception +4
Senses
Passive Perception 10
Languages
Common, Thieves' Cant
CR
2 (XP 450; PB +2)
Gear
Pistol, Scimitar, Studded Leather Armor

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.

How to run Bandit Captain

A bandit captain is the named NPC at the center of a bandit encounter, and that's how you should design every fight involving one. Solo, the captain is a mid-tier brawler with 52 HP and Parry; in a group of mooks, the captain is the reason the mooks haven't already run. The party should know the captain's name before initiative, ideally because someone in town spat it on the floor.

In combat, the captain has Multiattack with Scimitar plus Pistol in any combination. The right opener is one Pistol shot at the squishiest range threat (cleric, sorcerer, archer) at +5 to hit for 8 average, then close to scimitar range on the bonus action's worth of movement. Pistol again next round if the target is still standing back, otherwise two scimitars at +5 for 6 each. Parry is the captain's signature: when the front-line PC connects, add 2 to AC against that one attack. Use it on the crit, not the standard hit. A captain who Parries a 22 looks like a duelist; a captain who Parries a 14 wastes the reaction.

The captain leads. While the captain is up, the bandits hold the line, take Help actions to set up the captain's Pistol, and refuse to break. The moment the captain drops, the rest test morale and most of them flee. Lean on this. A party that learns to focus the captain learns the right lesson about command structure, and a party that ignores the captain spends three rounds chewing on hit points.

Captains negotiate when they're bloodied. They want to live and they want most of their crew to live, and they will give up the cart, the route, and the name of their employer to walk out alive. Have the captain offer a deal in character before the killing blow. A bandit captain who becomes a recurring informant is worth more than a corpse.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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