Page 345 - Monster Manual [11th Print]
P. 345

Bandits rove in gangs and are sometimes led by thugs,   BERSERKER
           veterans, or spellcasters. Not all bandits are evil.   Medium humanoid (any race), any chaotic alignment
           Oppression, drought, disease, or famine can often drive
           otherwise honest folk to a life of banditry.      Armor Class  3   (hide armor)
                                                                      1
             Pirates are bandits of the high seas. They might be   Hit Points 67 (9d8 + 27)
           freebooters interested only in treasure and murder, or   Speed 30 ft.
           they might be privateers sanctioned by the crown to
           attack and plunder an enemy nation's vessels.       STR     DEX    CON     INT    WIS    CHA
                                                              16 (+3)   12 (+1)   1 7   (+3)   9 (-1)   1 1   (+OJ   9 (-1)
           BANDIT CAPTAIN
                                       f
           Medium humanoid (any race), any non-law u l alignment   Senses passive  Perception  l 0
                                                             Languages any one language (usually Common)
                                                             Challenge 2 (450 XP)
           Armor Class  5   (studded leather)
                    1
           Hit Points 65 (10d8 + 20)
           Speed 30 ft.                                      Reckless. At the start of its turn, the berserker can gain
                                                             advantage on all melee weapon attack rolls during that turn,
             STR    DEX     CON     I N T   WIS   CHA        but attack rolls against it have advantage until the start of
            1 5   (+2)   16 (+3)   14 (+2)   14  (+2)   11  (+O)   14 (+2)   its next turn.
                                                               T
           Saving Throws Str +4, Dex +5, Wis +2              AC I O  N S
           Skills Athletics +4,  Deception +4                Greataxe. Melee Weapon Attack:  5   to hit, reach 5 ft., one
                                                                                    +
           Senses passive Perception 10                      target. Hit: 9 ( l d l 2   + 3) slashing damage.
           Languages any two languages
           Challenge 2 (450 XP)                              Hailing from uncivilized lands, unpredictable
                                                             berserkers come together in war parties and seek
                                                             conflict wherever they can find it.
             T
           AC I O  N S
           Multiattack. The captain makes three melee attacks: two with
           its scimitar and one with its dagger. Or the captain makes two
           ranged attacks with  its daggers.
           Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one
           target. Hit: 6 (ld6 +  3) slashing damage.
           Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft.
           or range 20/60 ft., one target.  Hit: 5  ( l d 4 + 3) piercing damage.
                T
           R E AC I O  N S
                                 A
           Parry. The captain adds 2 to its  C   against one melee attack
           that would hit it. To do so, the captain must see the attacker
           and be wielding a melee weapon.
           It takes a strong personality, ruthless
           cunning, and a silver tongue to keep a gang
           of bandits in line. The bandit captain has
           these qualities in spades.
            In addition to managing a crew of selfish
           malcontents, the pirate captain is a variation
           of the bandit captain, with a ship to protect and
           command. To keep the crew in line, the captain must
           mete out rewards and punishment on a regular basis.
            More than treasure, a bandit captain or pirate captain
           craves infamy. A prisoner who appeals to the captain's
           vanity or ego is more likely to be treated fairly than a
           prisoner who does not or claims not to know anything
           of the captain's colorful reputation.









                                                     BANDIT CAPTAIN



           APPENDIX B  :   NONPLA\ER GHARACTERS
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