LGtC:Bandit Ringleader

Bandit Ringleader
Medium humanoid (any race), any non-lawful alignment

Armor Class 16 (ring mail, shield)
Hit Points 33 (6d8 + 6)
Speed 30 ft.

16 (+3) 14 (+2) 15 (+2) 13 (+1) 15 (+2) 14 (+2)

Saving Throws Str +5, End +4, Wil +4
Skills Intimidation +4, Perception +4
Damage Vulnerabilities {{{vulnerabilities}}}
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Damage Immunities {{{immunities}}}
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Senses passive Perception 14
Languages any two languages

Challenge 4 (1,100 XP)Proficiency Bonus +2
Martial Advantage. Once per turn, the bandit ringleader can deal an extra 8 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the bandit ringleader that isn’t incapacitated.

Gang Authority. Humanoid allies within 20 ft. of the bandit ringleader deal an additional +2 (1d4) damage with weapon or spell attacks.
Multiattack. The bandit Ringleader makes two Battleaxe attacks.

Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Leadership (Recharges after a Short or Long rest). For 1 minute, the bandit ringleader can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or saving throw. The creature can add a d4 to its roll provided it can hear and understand the bandit ringleader. A creature can benefit from only one Leadership die at a time. This effect ends if the bandit ringleader is incapacitated.
Parry. The bandit ringleader adds 2 to its AC against one melee attack that would hit it. To do so, the bandit ringleader must see the attacker and must be wielding a melee weapon.

Found In: Legionnaire's Guide to Cyrodiil