Monster Manual 5E

(Nancy Kaufman) #1

344


Bandits rove in gangs and a re sometimes led by thugs,
vetera ns , or spellcasters. Not all bandits are evil.
Oppression, drought, disease, or famine can often drive
otherwise honest folk to a life of banditry.
Pirates are bandits of the high seas. They might be
freebooters inte rested only in treasure a nd murder, or
they might be privateers sanctioned by the crown to
a ttack a nd plunde r an e ne my nation's vessels.

BANDIT CAPTAIN
Medium humanoid (any race), any non·lawful alignment

Armor Class 15 (studded leat her)
Hit Points 65 ( 10 d8 + 2 0)
Speed 30 ft.

STR
15 (+2)

DEX
16 (+3)

CON
14 (+2)

INT
14 (+2)

Saving Throws Str +4, Dex +5, Wis +2
Skills Athletics +4, Deception +4
Senses passive Pe rception 10
Languages a ny two languages
Challenge 2 (450 XP)

ACTIONS


WIS
11 (+0)

CHA
14 (+2)

Multiattack. 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.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (ld6 + 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 ca ptain adds 2 to its AC against one melee attack
that would hit it. To do so, the ca ptain must see the attacker
and be wielding a melee weapon.

It takes a strong personality, ruthless
cunning, a nd a silver tongue to keep a gang
of bandits in line. The bandit captain has
these qua lities in spades.
In addition to managing a crew of selfish
m a lconte nts, the pirate captain is a va riation
of the bandit captain, with a ship to protect and
command. To keep the crew in line, the captain must
mete out rewards a nd punishment on a regular basis.
More tha n treasure, a ba ndit captain or pirate captain
craves infa my. A prisoner who appeals to the captain's
va nity or ego is more likely to be tre ated fairly tha n a
prisone r who does not or claims not to know anything
of the captain's colorful reputation.

BER,SERKER
Medium humanoid (any race), any chaotic alignment

Armor Class 13 (hide armor)
Hit Point s 67 (9d8 + 27)
Speed 30 ft.

STR
16 (+3)

DEX
12 (+1)

CON


17 (+3)

Senses passive Perce pt io n 10

INT
9 (-1)

WIS
11 (+0)

Languages any one la nguage (usually Co mmon)
Challenge 2 (450 XP)

CHA
9 (-1)

Reckless. At the start of it s t urn, the berserker can gain
advantage on all melee weapon attack rolls during that turn,
but attack rolls against it have advantage until the start of
its next turn.

ACTIONS
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft. , one
ta rget. Hit: 9 (1d12 + 3) slashing damage.

Ha iling from uncivilized lands, unpredictabl e
berserkers come together in war parties and seek
conflict wherever they can find it.

BANDIT CAPTAIN

APPENDIX B: J:o[ONPLAYEI,l. CHARACTERS
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