Ringleader¶
Medium humanoid, any non-good alignment
Armor Class 14 (studded leather) Hit Points 39 (6d8 + 12) Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 15 (+2) | 14 (+2) | 11 (+0) | 13 (+1) | 12 (+1) |
Skills Deception +3, Intimidation +3, Persuasion +3, Stealth +4 Senses passive Perception 11 Languages Common, Thieves' Cant Challenge 1 (200 XP) Proficiency Bonus +2
Actions¶
Multiattack. The Ringleader makes two melee attacks or two ranged attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Description¶
The Ringleader runs a village smuggling cell or a small gang's crew. Not a fighter by trade, but experienced enough to see a knife coming and cornered enough to have thrown a few. Charismatic where it pays, brutal where it works.
Design notes¶
Fills the CR 1 slot in the Criminals axis between Bandit (SRD, CR 1/8; the Runner) and Bandit Captain (SRD, CR 2; the Lieutenant). Village-scale smuggling captains use this block; town and city Ringleaders scale up to Bandit Captain. Also useful for small-gang crew leaders below Lieutenant tier.
Skills tilt toward social criminality (Deception, Intimidation, Persuasion) with Stealth for shadow work. No Investigation or Perception boost — the Ringleader is a leader, not an intel gatherer (that role uses Spy, the Fixer / Fence stat block).
Multiattack + no reaction sits between Bandit's single-attack simplicity and Bandit Captain's Parry-and-3-attacks profile. Damage output (~10-11 per round) hits the CR 1 target without needing Sneak Attack.