Bandit Captain
Bandit captains are hardened leaders who have survived by reading terrain, judging people, and keeping a crew in line. Some are hired muscle; others lead independent bands or claim that their tolls are payment for protection.
Bandit Captain
Combat
AC 15 · HP 65 · CR 2 , moderate individual threat; more dangerous when leading a crew.Bandit Captain
Actions
Reactions
- Role
- Humanoid leader and skirmisher
- Built for
- Designed as a CR 2 threat; suitable as a notable foe for a low-level party, especially when supported by lesser bandits.
Gear
- Studded Leather Armor (Armor, Included in AC 15)Flexible armor reinforced with closely fitted metal studs.
- Scimitar (Weapon, Attack +5, 1d6 + 3 slashing)A curved, single-edged blade suited to quick cuts.
- Dagger (Weapon, Attack +5, 1d4 + 3 piercing, range 20/60 ft.)A compact blade usable in melee or thrown at short range.
- Pistol (Weapon, Attack +5, 1d10 + 3 piercing, range 30/90 ft.; 20 bullets)A firearm carried with a supply of ammunition.
Notes for the game master
Tactics
Opening
Begin from cover or a defensible position. The captain calls a short command, then attacks the most exposed target with the pistol or closes with a blade if the crew has pinned an enemy.
Mid-fight
Use the scimitar and dagger against nearby threats, switching to the pistol when a target breaks away or creates distance. Use Parry to blunt a dangerous melee strike.
End of the fight
If outnumbered or badly wounded, use the dagger at range to cover a retreat, or yield if escape is impossible and a deal remains useful.
Retreat
The captain withdraws when their crew loses cohesion or the route is cut off. They may trade information, hostages, or stolen goods for a chance to leave alive.
How it fights
Who it attacks first
Works well with
How to beat it
Ways to avoid a fight
Ecology
A compact, alert leader in scuffed studded leather, with a curved scimitar kept loose in one hand and a dagger ready at the belt. Their weather-stained cloak smells of oil and damp rope; grit clicks beneath their boots as they shift to keep every exit in view.
Behavior
Practical and watchful, the captain gives clear orders, keeps an escape route open, and avoids fair fights. They threaten before they strike when intimidation might secure compliance, but fight decisively once a negotiation fails.
How it lives
The captain is a trained humanoid, sustained by pay, plunder, favors, or loyalty to a crew. Their success depends on preparation, reliable routes, and keeping followers convinced that obedience is safer than defiance.
Lair
The captain has no fixed lair. A temporary camp may include lookouts, concealed supplies, and a clear path to retreat.
- Habitat
- Roadside camps, cliff routes, caravan stops, harbor approaches, abandoned toll stations, and other places where a crew can control passage.
Signs that it is near
Tags
Lore
Bandit captains are hardened leaders who have survived by reading terrain, judging people, and keeping a crew in line. Some are hired muscle; others lead independent bands or claim that their tolls are payment for protection.
What drives it
Secure profit, protect the crew, and retain control of the encounter without taking needless risks.
After the fight
When the captain falls or retreats, their crew may scatter, surrender, or bargain for safe passage. Their ledger, orders, or surviving witnesses can reveal who hired them and what route or cargo they were guarding.
Variants
Hooks
Plot hooks
How to use it
Treasure
Media
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