Bandit Lord

Tome of Beasts (Third Party)

Size
Medium
Type
humanoid (any race)
Alignment
any non-lawful
AC
16 (breastplate)
Hit Points
91 (14d8+28)
Speed
walk 30 ft.
Saving Throws
Str +5, Dex +4, Wis +2
Skills
Athletics +5, Deception +4, Intimidation +4
Passive Perception
10
Languages
any two languages
Challenge
4
Lineage
Bandit
STR
16
+3
DEX
15
+2
CON
14
+2
INT
14
+2
WIS
11
+0
CHA
14
+2

Traits

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.

recharge

SHORT

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.

Other data

description