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.
Reactions
Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
How many bandit captains for a fight?
A bandit captain is worth 450 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many bandit captains fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Party level
Low
Moderate
High
2nd
—
1
1
3rd
1
2
3
4th
2
3
4
5th
4
6
9
6th
5
8
12
7th
6
11
12+
8th
8
12+
12+
9th
11
12+
12+
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
How the bandit captain compares at CR 2
Against the 42 other challenge 2 monsters in the SRD 5.1, the bandit captain has more hit points than 36 of them, which makes it one of the toughest at its CR. See every CR 2 monster.
Statistic
Bandit Captain
CR 2 average
Armor Class
15
12.9
Hit points
65
46
Best attack bonus
+5
+5
Bandit Captain 2024 stat block
The 2024 Monster Manual revised the bandit captain, and the SRD 5.2 carries the new stat block. What changed:
Hit points: 65 → 52.
New in its stat block: Pistol.
Gone from it: Dagger.
Armor Class
15 (studded leather)
Hit Points
52 (8d8 + 16)
Speed
30 ft.
Challenge
2 (450 XP)
STR
DEX
CON
INT
WIS
CHA
15 (+2)
16 (+3)
14 (+2)
14 (+2)
11 (+0)
14 (+2)
Senses
passive Perception 10
Languages
Common, Thieves’ Cant
Gear
Pistol, Scimitar, Studded Leather Armor
Actions
Multiattack. The bandit makes two attacks, using Scimitar and Pistol in any combination.
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.