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Bandit Captain

Medium Humanoid (any race), any non-lawful alignment

CR 2

450 XP

AC: 15 (studded leather)
HP: 65 (10d8+20)
Speed: walk 30 ft.
Skills: Athletics +4, Deception +4
Senses: passive Perception 10
Languages: any two languages
STR
15
+2
DEX
16
+3
CON
14
+2
INT
14
+2
WIS
11
+0
CHA
14
+2

Actions

Multiattack

The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.

Scimitar

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 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.

Quick Reference

Challenge: CR 2
Type: Humanoid
Size: Medium
Alignment: any non-lawful alignment
Best for a party of 4 at level 3-5

Running This Encounter

The Bandit Captain is an excellent mid-tier antagonist for parties seeking humanoid opposition. Their moderate AC and HP make them a credible threat without being overwhelming, and they serve well as a lieutenant or rival figure. Use their leadership abilities to make them tactically interesting by coordinating with bandit underlings, creating dynamic positioning challenges.

Combat Tactics

The Bandit Captain leverages superior tactics and mobility to control the battlefield, using ranged attacks to stay at distance while using the Parry reaction to mitigate incoming damage. They prioritize eliminating spellcasters or ranged threats first, then focus on the most dangerous melee combatant, occasionally using Cunning Action to disengage and reposition.

Environment & Setting

Place them in bandit hideouts such as forest camps, ruined towers, or underground lairs where terrain provides cover and escape routes. Natural chokepoints, elevated positions, and multiple exits work well to showcase their tactical acumen and leadership.