Bandit Lord
Medium Humanoid, 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)
Senses
, passive Perception 10
Saving Throws
Str +5, Dex +4, Wis +2
Skills
Athletics +5, Deception +4, Intimidation +4
Languages
any two languages
Challenge
4 (1100 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.