Bandit Lord
DM Dave - #90: Bandit Hideout
Bandit Lord CR: 4
STR
16 +3
DEX
15 +2
CON
14 +2
INT
14 +2
WIS
11 +0
CHA
14 +2
Special Abilities
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.
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 melee 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.
Unlike those captains, who crave coin and maybe fame, the bandit lord is building an empire. So the bandit lord is always on the lookout for ways to expand at the expense of various rivals and plans contingencies for every occasion, realizing that nothing lasts forever. The bandit lord is ruthless when that’s beneficial and magnanimous when it costs nothing.
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