b'Bandit Lord \n'b'  Medium   humanoid  (any race),  any non -lawful alignment \n'b'  Armor Class  16 (breastplate)  Hit Points  91 (14d8 + 28)  Speed  30 ft.\n'b' STATS STR: 16 (+3) DEX:  15 (+2)  CON:  14 (+2)  INT:  14 (+2)  WIS:  11 (+0)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Strength  +5,  Dexterity  +4,  Wisdom  +2  Skills   Athletics  +5,  Deception  +4,  Intimidation  +4  Senses  passive  Perception  10  Languages  Any two languages  Challenge  4 (1,100 XP) \n'b' Special Traits \n'b'   Pack Tactics . The band lord has advantage on  attack  rolls against a creature if at least one of the bandit lord\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b'  Actions \n'b'   Multiattack . A bandit lord makes three melee or  ranged attacks . \n'b'  Greatsword .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 10 (2d6 + 3) slashing damage. \n'b'  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. \n'b'  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.'