Bandit Lord
Medium Humanoid, any non-lawful. CR 4, AC 16, 91 HP. Traits: Pack Tactics.
- Armor class
- 16
- Hit points
- 91
- Challenge
- 4
- Creature type
- Humanoid
- Size
- Medium
- Alignment
- any non-lawful
Stat block
- Cha
- 14
- Con
- 14
- Dex
- 15
- Int
- 14
- Str
- 16
- Wis
- 11
- Speed
- Walk: 30
- Senses
- passive Perception 10
- Skills
- Athletics: 5; Deception: 4; Intimidation: 4
- Actions
- Multiattack. The bandit lord makes three melee or ranged attacks.
- Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 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.
- Leadership (Recharges after a Short or Long Rest). For 1 minute, the bandit lord can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the bandit lord. A creature can benefit from only one Leadership die at a time. This effect ends if the bandit lord is incapacitated.
- Languages
- any two languages
- Reactions
- Parry. The bandit lord adds 2 to its AC against one melee attack that would hit it. To do so the bandit lord must see the attacker and be wielding a weapon.
- Redirect Attack. When a creature the bandit lord can see targets it with an attack, the bandit lord chooses an ally within 5 feet of it. The bandit lord and the ally swap places, and the chosen ally becomes the target instead.
- Saving throws
- Wisdom: 2; Strength: 5; Dexterity: 4
- Special abilities
- Pack Tactics. The bandit lord has advantage on an attack roll against a creature if at least one of the bandit lord's allies is within 5 feet of the creature and the ally isn't incapacitated.
Source and licence
From Tome of Beasts.
Licence: Open Game Content (OGL 1.0a).