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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

