16 (breastplate)
91 (14d8+28)
walk 30 ft.
Str +5, Dex +4, Wis +2
Athletics +5, Deception +4, Intimidation +4
any two languages
4
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.
The bandit lord makes three melee or ranged attacks.
Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 10 (2d6 + 3) slashing damage.
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
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.
16 (chain mail)
90 (12d8 + 36)
30 ft.
Str +7, Con +6, Cha +7
Athletics +7, Insight +5, Intimidation +7, Survival +7
Common
8
The bandit lord has advantage on saving throws against being frightened.
A melee weapon deals one extra die of its damage when the bandit lord hits with it (included in the attack).
The bandit lord has advantage on saving throws against poison, and has resistance against poison damage.
The bandit lord makes two attacks with its greatsword or one with its crossbow.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.
Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
For 1 minute, the bandit lord can utter a special command or warning whenever a nonhostile creature that it can see within 60 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.