Bandit Lord

Medium humanoid (any race), any non-lawful alignment

Armor Class 16 (breastplate)
Hit Points 91 (14d8 + 28)
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 14 (+2) 11 (+0) 14 (+2)

Saving Throws Strength +5, Dexterity +4, Wisdom +2
Skills Athletics +5, Deception +4, Intimidation +4
Senses passive Perception 10
Languages Any two languages
Challenge 4 (1,100 XP)

Special Traits

  • Pack Tactics. The bandit lord has advantage on attack rolls 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.

Actions

  • Multiattack. A 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.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene

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