Page 253 - Monster Manual Expanded III Dragonix
P. 253
Bandit Lord
Medium humanoid (any race), any non-lawful alignment
Armor Class 15 (studded leather)
Hit Points 90 (12d8 + 36)
Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 16 (+3) 14 (+2) 11 (+0) 14 (+2)
Saving Throws Str +5, Dex +6, Wis +3
Skills Athletics +5, Deception +5, Stealth +6
Senses passive Perception 10
Languages any two languages
Challenge 5 (1,800 XP) Proficiency Bonus +3
Legendary Resistance (1/Day). If the bandit lord fails a saving
throw, it can choose to succeed instead.
Actions
Multiattack. The bandit lord uses Command Flanking Maneuver, if
available. It then makes three melee attacks: two with its Scimitar
and one with its Dagger. Or the bandit lord makes two ranged
attacks with its Dagger.
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
6 (1d6 + 3) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Command Flanking Maneuver (Recharge 5-6). The bandit lord
targets up to three allies it can see within 60 feet of it. If the target
can see or hear the bandit lord, the target can use its reaction to
move up to half its speed. The target's next attack has advantage
until the start of the bandit lord's next turn.
Bonus Actions
Battle Command. The bandit lord targets one ally it can see within
30 feet of it. If the target can see or hear the bandit lord, the target
can use its reaction to make one melee attack or to take the Dodge
or Hide action.
Legendary Actions
The bandit lord can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a
time and only at the end of another creature's turn. The bandit lord
regains spent legendary actions at the start of its turn.
Move. The bandit lord moves up to half its speed without provoking
opportunity attacks.
Attack. The bandit lord makes a melee or ranged weapon attack.
Cheap Shot. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: The target must succeed on a DC 14 Constitution
saving throw or be stunned until the end of its next turn.
Reactions
Parry and Counter. The bandit lord adds 3 to its AC against one
melee or ranged weapon attack that would hit it. To do so, it must
be able to see the attacker and be wielding a melee weapon. If the
attack misses, the bandit lord can make one melee attack against
the attacker if it is within its reach.
252 Appendix A. NonPlayer Characters

