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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Bandit Lord/

Bandit Lord

Bandit Lord

Medium Humanoid (Any Race), any non-lawful
  • Armor Class 16 (breastplate)
  • Hit Points 91 (14d8+28)
  • Speed 30 ft.
  • STR
    16 (+3)
  • DEX
    15 (+2)
  • CON
    14 (+2)
  • INT
    14 (+2)
  • WIS
    11 (+0)
  • CHA
    14 (+2)
  • Saving Throws Str +5, Dex +4, Wis +2
  • Skills Athletics +5, Deception +4, Intimidation +4
  • Senses passive Perception $1
  • Languages any two languages
  • Challenge 4 (1,100 XP)
  • Pack Tactics. The bandit lord has advantage on an attack roll against a creature if at least one of the bandit lord's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

  • Multiattack. The bandit lord makes three melee or ranged attacks.
  • Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 10 (2d6 + 3) slashing damage.
  • Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
  • Leadership (Recharges after a Short or Long Rest). For 1 minute, the bandit lord can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the bandit lord. A creature can benefit from only one Leadership die at a time. This effect ends if the bandit lord is incapacitated.

Reactions

  • Parry. The bandit lord adds 2 to its AC against one melee attack that would hit it. To do so the bandit lord must see the attacker and be wielding a weapon.
  • Redirect Attack. When a creature the bandit lord can see targets it with an attack, the bandit lord chooses an ally within 5 feet of it. The bandit lord and the ally swap places, and the chosen ally becomes the target instead.

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