Image promptbandit captain, medium human rogue commander, worn studded leather armor, tattered captain coat and looted finery, curved scimitar in hand, flintlock pistol at belt, scarred confident swagger, red sash, standing on wrecked cart, ruined dusk road, drifting powder smoke, muted browns and blacks, lamplight on gun barrel, commanding pose, dark fantasy, grimdark, painterly digital art, dramatic chiaroscuro lighting, muted desaturated palette with corrupted-crimson accents, weathered post-Cataclysm atmosphere, intricate high detail, cinematic composition

Bandit Captain

Medium or Small Humanoid, Neutral
CR 2SoldierSettlement / Road
AC 15
Initiative +3 (13)
HP 52 (8d8 + 16)
Speed 30 ft.
STR
15
+2
save +4
DEX
16
+3
save +5
CON
14
+2
save +2
INT
14
+2
save +2
WIS
11
+0
save +2
CHA
14
+2
save +2
Skills Athletics +4, Deception +4
Gear Pistol, Scimitar, Studded Leather Armor
Senses Passive Perception 10
Languages Common, Thieves’ Cant

Actions

Multiattack. The bandit makes two attacks, using Scimitar and Pistol in any combination.

Scimitar. Melee Attack Roll: Hit: +5, reach 5 ft. 6 (1d6

  • 3) Slashing damage.

Pistol. Ranged Attack Roll: Hit: +5, range 30/90 ft. 8 (1d10 + 3) Piercing damage.

Reactions

Parry. Trigger: The bandit is hit by a melee attack roll Response: while holding a weapon. The bandit adds 2 to its AC against that attack, possibly causing it to miss. Barbed Devil Barbed Devil