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).

Every licence notice Tavern Bag relies on.