Bandit Captain

The bandit Captain is a Medium humanoid of challenge rating 2 in the fifth-edition System Reference Document.

SRD 5.1 (2014)

Bandit Captain

Size and type
Medium humanoid
Challenge
2 (450 XP)
Armour class
15
Hit points
65 (10d8+20)
Speed
30 ft
Saving throws
Str +4, Dex +5, Wis +2
Skills
Athletics +4, Deception +4
Senses
passive perception 10
STR15+2
DEX16+3
CON14+2
INT14+2
WIS11+0
CHA14+2

Actions

Multiattack. 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.

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 ft., one target. Hit: 5 (1d4 + 3) piercing 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. 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.

SRD 5.2.1 (2024)

Bandit Captain

Size and type
Medium humanoid
Challenge
2 (450 XP)
Armour class
15
Hit points
52 (8d8+16)
Speed
30 ft
Saving throws
Str +4, Dex +5, Wis +2
Skills
Athletics +4, Deception +4
Senses
passive perception 10
STR15+2
DEX16+3
CON14+2
INT14+2
WIS11+0
CHA14+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.

Fight a bandit captain in Kith Moot. A 5e RPG in your browser with an AI game master. Free to start.

Fight a bandit captain in Kith Moot