Bandit Lord

Medium humanoid (Any Race), any non-lawful

Armor Class

16 (breastplate)

Hit Points

91 (14d8+28)

Speed

walk 30 ft.

Saves

Str +5, Dex +4, Wis +2

Skills

Athletics +5, Deception +4, Intimidation +4

Languages

any two languages

Challenge

4

Pack Tactics

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.

Actions

Multiattack

The bandit lord makes three melee or ranged attacks.

Greatsword

Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 10 (2d6 + 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.

Leadership (Recharges after a Short or Long Rest)

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.

Bandit Lord

Medium humanoid (any race), any evil alignment

Armor Class

16 (chain mail)

Hit Points

90 (12d8 + 36)

Speed

30 ft.

Saves

Str +7, Con +6, Cha +7

Skills

Athletics +7, Insight +5, Intimidation +7, Survival +7

Languages

Common

Challenge

8

Brave

The bandit lord has advantage on saving throws against being frightened.

Brute

A melee weapon deals one extra die of its damage when the bandit lord hits with it (included in the attack).

True Blood

The bandit lord has advantage on saving throws against poison, and has resistance against poison damage.

Actions

Multiattack

The bandit lord makes two attacks with its greatsword or one with its crossbow.

Greatsword

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.

Heavy Crossbow

Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Leadership (2/Day)

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.