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.
Bandit Captain
Medium Humanoid Neutral (Law/Chaos Axis) Chaotic Good Neutral (Good/Evil Axis) Evil
- Saving Throws
- Str +4, Dex +5, Wis +2
- Skills
- Athletics +4, Deception +4
- Senses
- passive Perception 10
- Languages
- any two languages
- Environment
- coastal, hill, arctic, urban, forest, desert
Actions
Multiattack
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.