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
   248   249   250   251   252   253   254   255   256   257   258