Cervan Bandit General

Medium Humanoid (Cervan), Neutral Evil

Armor Class

15 (studded leather)

Hit Points

65 (10d8 + 20)

Speed

walk 35 ft.

Saves

dex +5, cha +4

Skills

Deception +4, Persuasion +4

Languages

Birdfolk, Cervan

Challenge

2

Proficiency Bonus

+2

Surge of Vigor (Recharges after a Long Rest)

If an attack deals over half of the general's current remaining hit points in damage (even if their hit points are reduced to 0 by the attack), they immediately regain 8 (1d12 + 2) hit points.

Standing Leap

The general's long jump is 30 feet, and their base high jump is 15 feet, with or without a running start.

Actions

Multiattack

The general makes three melee attacks, two with their scimitar and one with their dagger. Alternatively, the general can make two ranged attack with their 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.