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Bandit Captain

CR 2 humanoid • D&D 5e Homebrew Creature

Created by @LightReign

Bandit Captain

Medium humanoid, True Neutral

UNCOMMON
CHALLENGE
2
450 XP

Introduction

A seasoned criminal leader — cunning, charismatic, and dangerous up close. Commands loyalty through strength and coin, and knows exactly when to fight dirty.

Ability Scores

STR
15(+2)
DEX
16(+3)
CON
14(+2)
INT
14(+2)
WIS
11(+0)
CHA
14(+2)
ARMOR CLASS
15
HIT POINTS
52
8d8 + 16
SPEED
30 ft.
INITIATIVE
13
+3

Saving Throws

STR+4
Proficient
DEX+5
Proficient
CON+2
Base modifier
INT+2
Base modifier
WIS+2
Proficient
CHA+2
Base modifier
Senses
passive Perception 10
Languages
Common, Thieves’ Cant
Gear
Pistol, Scimitar, Studded Leather Armor

Actions

Multiattack

The Bandit Captain makes two attacks, using Scimitar and Pistol in any combination.

The bandit captain doesn't commit to one approach — that's how you get killed. Two attacks, mixed and matched depending on what the situation demands: close in with the scimitar, open the distance and finish with the pistol, or keep an opponent guessing with both. The combination isn't flashy. It's efficient, and efficiency is what separates a captain from a common thug.
Scimitar

Melee Attack Roll: +5, reach 5 ft.

Hit: 6 (1d6 + 3) slashing damage.

Up close, the captain fights like someone who has survived a hundred brawls by being just a little dirtier than everyone else. The scimitar swings with practiced authority — not the wild hacking of a desperate bandit, but the measured strikes of someone who has trained, who has killed, and who has no intention of making it a fair fight.
Pistol

Ranged Attack Roll: +5, range 30/90 ft.

Hit: 8 (1d10 + 3) piercing damage.

The pistol is the captain's equaliser — and their favourite way to end an argument before it starts. At thirty feet it's devastating; at ninety it's still a threat most opponents didn't see coming. The shot rings out with the kind of finality that reminds everyone present exactly who is in charge here.

Reactions

Parry

Trigger: the Bandit Captain is hit by a melee attack roll while holding a weapon.

Response: the Bandit Captain adds 2 to its AC against that attack, possibly causing it to miss.

The blade is already coming in — and the captain has already moved. Not a panicked flinch, but a deliberate shift of the weapon into the strike's path, angling steel against steel with the reflexes of someone who has been in enough fights to stop being surprised by them. The blow glances off or misses entirely, and the captain doesn't even look rattled. Just readjusts their grip and gets back to the business of winning.

Creator Notes

Official D&D 5th Edition creature from the System Reference Document 5.2. Stats, abilities, and descriptions are faithful to the original SRD text. Extracted and formatted for Rolling Realm to provide a comprehensive library of official monsters as templates and references for homebrewers.

Created by @LightReign
RollingRealm.com

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