Medium to Large humanoid (any race), any non-lawful
Armor Class: 15 (studded)
Hit Points: 65 10d8+20
Speed:
30 Ft
Saving Throws: STR+4 DEX+5 CON+2 INT+2 WIS+2 CHAR+2
Skills: Athletics +4, Deception +4, Initiative: +3
Senses: Passive Perception 10
Languages: Any 2 languages
Challenge Rating: 2
( 450 XP)
Proficiency Bonus: +2
Actions
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: 1d6+3 slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4+3 piercing damage.
Reactions
Parry. The captain adds 2 to its AC 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.
Suggested Environments
Arctic, Coastal, Desert, Forest, Hill, Urban