Medium Humanoid, Neutral
- AC
- 17
- Initiative
- +3 (13)
- HP
- 65 (10d8+20)
- Speed
- 30 ft.
| Score | Mod | Save | |
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 13 | +1 | +1 |
| CON | 14 | +2 | +2 |
| INT | 10 | +0 | +0 |
| WIS | 11 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Actions
Multiattack. The warrior makes two Greatsword or Heavy Crossbow attacks.
Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6+3) Slashing damage.
Heavy Crossbow. Ranged Attack Roll: +3, range 100/400 ft. Hit: 12 (2d10+1) Piercing damage.
Reactions
Parry. Trigger: The warrior is hit by a melee attack roll while holding a weapon. Response: The warrior adds 2 to its AC against that attack, possibly causing it to miss.
How to run Warrior Veteran
A warrior veteran on the party's side is a hireling with a contract or a comrade-in-arms with a grudge against the same target. Common framings: a sergeant assigned to escort the party through hostile territory, a bodyguard hired by a noble client, a survivor of the village the BBEG burned who has joined the cause for the duration of one campaign arc. The veteran is not a party member. They follow orders within reason, expect pay in coin or favor, and have their own opinions about which targets are worth dying for.
In combat the veteran is a steady second-rank fighter. Two Greatsword attacks at +5 to hit for 10 slashing each is reliable damage that doesn't depend on the dice spiking. Heavy Crossbow at +3 for 12 piercing covers the round before melee closes. Parry as a reaction adds 2 to AC against one incoming melee hit, so the veteran survives the round the party tank goes down and buys the cleric time to stabilize. AC 17 and 65 HP means the veteran can hold a doorway for two or three rounds without help, which is enough.
Out of combat the veteran is the party's competent NPC. Athletics +5 for forcing doors and hauling rope, Perception +2 for spotting the camp's third sentry, Common plus one other language to translate when the party walks into the wrong tavern. They cannot cast spells or pick locks, and they are usually rude to nobles. Use the veteran as the practical voice the party listens to when the bard is being theatrical.
Have the veteran name their hourly rate the first time the party asks for a favor outside the contract. The number should be specific and a little high. The players will respect them more for it.
A warrior veteran is the professional the party meets when the bandits have stopped being amateurs. Splint armor, a greatsword, a heavy crossbow, and the bearing of someone who has buried friends. Use one as a captain leading a squad of guards, a duelist hired by the antagonist, or the named lieutenant who has been tracking the party for two sessions. One veteran alone is a hard fight for a level 3 party and a moderate problem for a level 5. They scale up cleanly in pairs.
Open at range if there's distance. Heavy Crossbow is +3 to hit, 100/400 ft., 12 piercing per shot, and Multiattack means two of those for 24 piercing on a clean turn. Once the gap closes, drop the crossbow and switch to Greatsword: +5 to hit, 5 ft. reach, 10 slashing per swing, two swings per Multiattack for 20 average. The veteran is not flashy. They land hits, survive being hit back (AC 17, 65 HP), and grind the party's healing pool down.
Parry is the reaction that decides the fight. The veteran adds 2 to AC against one melee attack per round, possibly causing it to miss. Use it on the rogue's Sneak Attack or the paladin's Smite, the hits that hurt. Athletics +5 means the veteran wins most contested grapples and shoves, which is the tool for separating a wizard from their bodyguard.
Veterans surrender. They are humanoid mercenaries with no special loyalty to whoever hired them. At under a quarter HP, with a sword to the throat, they drop the weapon and ask terms. Have one veteran defect and become a recurring NPC the party invests in. The other fights to the death because his sister was in the wagon the party burned last session. Differentiation makes the squad memorable.
Give the named veteran a tic the party can read across a room. A particular sword salute before swinging, a habit of spitting before reloading the crossbow. The party will start calling out the tell.
Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.