Bandit Captain Spellcaster (5e Creature)
Bandit Captain Spellcaster[edit]
Medium humanoid (any race), any non-lawful alignment Armor Class 15 (studded leather)
Saving Throws Dex +6, Con +5 Spellcasting. The captain is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The captain has the following wizard spells prepared: Cantrips (at will): blade ward, fire bolt, prestidigitation, shocking grasp Steel Focus. The captain has advantage on saving throws to maintain concentration on a spell. ACTIONSMultiattack. The captain makes two melee attacks with its scimitar or dagger and casts a cantrip. Or the captain makes one ranged attack with its dagger and casts a cantrip. Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. REACTIONSParry. The captain adds 3 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. This variant knows some spellcasting to further keep their bandit goons in line. |
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