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Bandit Captain

Challenge2

Rules source: Monster Manual (2025) · CR: 2 · Type: Humanoid

Combat statistics

  • Armor Class: 15
  • Hit Points: 52 (8d8 + 16)
  • Speed: Walk 30 ft.
  • Initiative: +3 (13)
  • Challenge: 2 (450 XP)
  • Skills: Athletics +4, Deception +4
  • Senses: Passive perception 10
  • Languages: Common, Thieves’ Cant
  • Gear: Pistol, Scimitar, Studded Leather Armor
  • Proficiency Bonus: +2
  • Damage resistances: None listed
  • Damage vulnerabilities: None listed
  • Damage immunities: None listed
  • Condition immunities: None listed
Ability Score (modifier) Saving throw
STR 15 (+2) +4
DEX 16 (+3) +5
CON 14 (+2) +2
INT 14 (+2) +2
WIS 11 (+0) +2
CHA 14 (+2) +2

Revised rules text

Actions

Multiattack. The bandit makes two attacks, using Scimitar and Pistol in any combination.

Scimitar. Melee Attack Roll: +5, reach 5 ft.

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

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

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

Reactions

Parry. Trigger: The bandit is hit by a melee attack roll while holding a weapon.

Response: The bandit adds 2 to its AC against that attack, possibly causing it to miss.

Reference from your core rulebook

The links below open the original rulebook pages for the complete printed stat block, including traits, actions, spellcasting, reactions, and usage limits. The printed block is authoritative if searchable text elsewhere on this page differs.

Monster Manual (2025) — PDF page 30

Open the original rulebook — PDF page 30 — source PDF is not included in this player reference.

Printed book page: 27.

Referenced in the wiki

Items: Deck of Illusions

Sources

  • Your supplied Monster Manual (2025) — source PDF is not included in this player reference. — verified local reference
  • Monster Manual — original reference dataset (legacy source)
  • SRD 5.2.1 (external reference) — complete revised rules block
  • Structured SRD transcription (external reference) — searchable text; printed block remains authoritative

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