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Senses	   passive	   Perception	   10	                Reactions	   
             Languages	   any	   one	   language	   (usually	   Common)	     Parry.	   The	   captain	   adds	   2	   to	   its	   AC	   against	   one	   melee	   
             Challenge	   1/8	   (25	   XP)	                       attack	   that	   would	   hit	   it.	   To	   do	   so,	   the	   captain	   must	   see	   
                                                                   the	   attacker	   and	   be	   wielding	   a	   melee	   weapon.	   
             Actions	                                              	   
             Scimitar.	   Melee	   Weapon	   Attack:	   +3	   to	   hit,	   reach	   5	   ft.,	     It	   takes	   a	   strong	   personality,	   ruthless	   cunning,	   and	   a	   
             one	   target.	   Hit:	   4	   (1d6	   +	   1)	   slashing	   damage.	     silver	   tongue	   to	   keep	   a	   gang	   of	   bandits	   in	   line.	   The	   
                                                                   bandit	   captain	   has	   these	   qualities	   in	   spades.	   
             Light	   Crossbow.	   Ranged	   Weapon	   Attack:	   +3	   to	   hit,	     	    In	   addition	   to	   managing	   a	   crew	   of	   selfish	   
             range	   80	   ft./320	   ft.,	   one	   target.	   Hit:	   5	   (1d8	   +	   1)	   piercing	     malcontents,	   the	   pirate	   captain	   is	   a	   variation	   of	   the	   
             damage.	                                              bandit	   captain,	   with	   a	   ship	   to	   protect	   and	   command.	   
             	                                                     To	   keep	   the	   crew	   in	   line,	   the	   captain	   must	   mete	   out	   
             Bandits	   rove	   in	   gangs	   and	   are	   sometimes	   led	   by	     rewards	   and	   punishment	   on	   a	   regular	   basis.	   
             thugs,	   veterans,	   or	   spellcasters.	   Not	   all	   bandits	   are	     	    More	   than	   treasure,	   a	   bandit	   captain	   or	   pirate	   
             evil.	   Oppression,	   drought,	   disease,	   or	   famine	   can	     captain	   craves	   infamy.	   A	   prisoner	   who	   appeals	   to	   the	   
             often	   drive	   otherwise	   honest	   folk	   to	   a	   life	   of	   banditry.	     captain’s	   vanity	   or	   ego	   is	   more	   likely	   to	   be	   treated	   
             	    Pirates	   are	   bandits	   of	   the	   high	   seas.	   They	   might	   be	     fairly	   than	   a	   prisoner	   who	   does	   not	   or	   claims	   not	   to	   
             freebooters	   interested	   only	   in	   treasure	   and	   murder,	     know	   anything	   of	   the	   captain’s	   colorful	   reputation.	   
             or	   they	   might	   be	   privateers	   sanctioned	   by	   the	   crown	     	   
             to	   attack	   and	   plunder	   an	   enemy	   nation’s	   vessels.	   
             	                                                     Berserker	   
                                                                   Medium	   humanoid	   (any	   race),	   any	   chaotic	   alignment	   
             Bandit	   Captain	   
                                                                   Armor	   Class	   13	   (hide	   armor)	   
             Medium	   humanoid	   (any	   race),	   any	   non-  lawful	   
             alignment	                                            Hit	   Points	   67	   (9d8	   +	   27)	   
             Armor	   Class	   15	   (studded	   leather)	         Speed	   30	   ft.	   
             Hit	   Points	   65	   (10d8	   +	   20)	             	     STR	     DEX	     CON	     INT	     WIS	     CHA	   
             Speed	   30	   ft.	                                   	    16	   (+3)	    12	   (+1)	    17	   (+3)	    9	   (−1)	    11	   (+0)	    9	   (−1)	   
             	     STR	     DEX	     CON	     INT	     WIS	     CHA	     Senses	   passive	   Perception	   10	   
             	    15	   (+2)	    16	   (+3)	    14	   (+2)	    14	   (+2)	    11	   (+0)	    14	   (+2)	     Languages	   any	   one	   language	   (usually	   Common)	   
                                                                   Challenge	   2	   (450	   XP)	   
             Saving	   Throws	   Str	   +4,	   Dex	   +5,	   Wis	   +2	   
                                                                   	   	   
             Skills	   Athletics	   +4,	   Deception	   +4	   
                                                                   Reckless.	   At	   the	   start	   of	   its	   turn,	   the	   berserker	   can	   gain	   
             Senses	   passive	   Perception	   10	   
                                                                   advantage	   on	   all	   melee	   weapon	   attack	   rolls	   during	   that	   
             Languages	   any	   two	   languages	                 turn,	   but	   attack	   rolls	   against	   it	   have	   advantage	   until	   the	   
             Challenge	   2	   (450	   XP)	                        start	   of	   its	   next	   turn.	   

             Actions	                                              Actions	   
             Multiattack.	   The	   captain	   makes	   three	   melee	   attacks:	     Greataxe.	   Melee	   Weapon	   Attack:	   +5	   to	   hit,	   reach	   5	   ft.,	   
             two	   with	   its	   scimitar	   and	   one	   with	   its	   dagger.	   Or	   the	     one	   target.	   Hit:	   9	   (1d12	   +	   3)	   slashing	   damage.	   
             captain	   makes	   two	   ranged	   attacks	   with	   its	   daggers.	     	   
             Scimitar.	   Melee	   Weapon	   Attack:	   +5	   to	   hit,	   reach	   5	   ft.,	     Hailing	   from	   uncivilized	   lands,	   unpredictable	   
             one	   target.	   Hit:	   6	   (1d6	   +	   3)	   slashing	   damage.	     berserkers	   come	   together	   in	   war	   parties	   and	   seek	   
             Dagger.	   Melee	   or	   Ranged	   Weapon	   Attack:	   +5	   to	   hit,	     conflict	   wherever	   they	   can	   find	   it.	   
             reach	   5	   ft.	   or	   range	   20/60	   ft.,	   one	   target.	   Hit:	   5	   (1d4	   +	     	   
             3)	   piercing	   damage.	   









             Not	   for	   resale.	   Permission	   granted	   to	   print	   or	   photocopy	   this	   document	   for	   personal	   use	   only.	   	     System	   Reference	   Document	   5.1	       397	   
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