{"name":"Bandit Captain","challenge_rating":"2","xp":"450","types":"Humanoid (any race)","pb":"+2","size":"Medium","sizer":"Large","languages":"Any 2 languages","alignment":"Any non-lawful ","description":"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.\r\n\r\nIn 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.\r\n\r\nMore 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.","suggested_environments":"Arctic, Coastal, Desert, Forest, Hill, Urban","armor_class":"15 (studded)","hit_points":"65 [roll:10d8+20]","strength":"15","dexterity":"16","constitution":"14","intelligence":"14","wisdom":"11","charisma":"14","base_movement_units":"Ft","base_movement_in_ft":"30","fly_movement_in_ft":"","burrow_movement_in_ft":"","swim_movement_in_ft":"","climb_movement_in_ft":"","senses":"Passive Perception 10\r\n","skills":"Athletics +4, Deception +4, Initiative: +3","saving_throws":"STR+4 DEX+5 CON+2 INT+2 WIS+2 CHAR+2","damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","spellcasting":"","cast_at_will":"","cast_one_per_day":"","cast_twice_per_day":"","cast_thrice_per_day":"","special_abilities":"","actions":"[i]Multiattack[\/i]. 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.\r\n\r\n[i]Scimitar[\/i]. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: [roll:1d6 + 3] slashing damage.\r\n\r\n[i]Dagger. [\/i]Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20\/60 ft., one target. Hit: [roll:1d4 + 3] piercing damage.","bonus_actions":"","reactions":"[b]Parry[\/b]. 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","legendary_actions":"","lair_description":"","lair_actions":"","regional_effects":"","motivation":"","tactics":"","image_gallery_id":"","source":"","tags":"","isShared":"on","templateId":"2991","blockId":"1498008","world":"afe36070-d6cb-49a8-bb73-ea4703f77096","folder":"33843"}