Acolyte

Medium humanoid (human), any alignment

Armor Class

10

Hit Points

9 (2d8)

Speed

30 ft.

Skills

Medicine +4, Religion +2

Senses

passive Perception 12

Languages

any one language (usually Common)

Challenge

1/4 (50 XP)

Spellcasting:

The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:

Cantrips (at will):

Light, Sacred Flame, Thaumaturgy

1st level (3 slots):

Bless, Cure Wounds, Sanctuary

Actions

Club:

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Acolytes are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities.

Archmage

Medium humanoid (human), any alignment

Armor Class

12 (15 with Mage Armour)

Hit Points

99 (18d8 + 18)

Speed

30 ft.

Saving Throws

Int +9, Wis +6

Skills

Arcana +13, History +13

Damage Resistance

damage from spells; nonmagical bludgeoning, piercing, and slashing (from Stoneskin)

Senses

passive Perception 12

Languages

any six languages

Challenge

12 (8,400 XP)

Magic Resistance:

The archmage has advantage on saving throws against spells and other magical effects.

Spellcasting:

The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast Disguise Self and Invisibility at will and has the following wizard spells prepared:

Cantrips (at will):

Fire Bolt, Light, Mage Hand, Prestidigitation, Shocking Grasp

1st level (4 slots):

Detect Magic, Identify, Mage Armor*, Magic Missile

2nd level (3 slots):

Detect Thoughts, Mirror Image, Misty Step

3rd level (3 slots):

Counterspell, Fly, Lightning Bolt

4th level (3 slots):

Banishment, Fire Shield, Stoneskin*

5th level (3 slots):

Cone of Cold, Scrying, Wall of Force

6th level (1 slot):

Globe of Invulnerability

7th level (1 slot):

Teleport

8th level (1 slot):

Mind Blank*

9th level (1 slot):

Time Stop

* The archmage casts these spells on itself before combat.

Actions

Dagger:

Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption.

An archmage typically has one or more apprentice mages, and an archmage’s abode has numerous magical wards and guardians to discourage interlopers.

Assassin

Medium humanoid (human), any non-good alignment

Armor Class

15 (studded leather)

Hit Points

78 (12d8 + 24)

Speed

30 ft.

Saving Throws

Dex +6, Int +4

Skills

Acrobatics +6, Deception +3, Perception +3, Stealth +9

Damage Resistance

poison

Senses

passive Perception 13

Languages

Thieves Cant plus any two languages

Challenge

8 (3,900 XP)

Assassinate:

During its first turn, the assassin has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

Evasion:

If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sneak Attack:

Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn’t Incapacitated and the assassin doesn’t have disadvantage on the attack roll.

Actions

Multiattack:

The assassin makes two shortsword attacks.

Shortsword:

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Light Crossbow:

Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.

Bandit

Medium humanoid (human), any non-lawful alignment

Armor Class

12 (leather armour)

Hit Points

11 (2d8 + 2)

Speed

30 ft.

Senses

passive Perception 10

Languages

any one language (usually Common)

Challenge

1/8 (25 XP)

Actions

Scimitar:

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Light Crossbow:

Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry.

Bandit Captain

Medium humanoid (human), any non-lawful alignment

Armor Class

15 (studded leather)

Hit Points

65 (10d8 + 20)

Speed

30 ft.

Saving Throws

Str +4, Dex +5, Wis +2

Skills

Athletics +4, Deception +4

Senses

passive Perception 10

Languages

any two languages

Challenge

2 (450 XP)

Actions

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.

It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades.

More than treasure, a bandit captain craves infamy. A prisoner who appeals to the captain’s vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain’s colorful reputation.

Beserker

Medium humanoid (human), any chaotic alignment

Armor Class

13 (hide leather)

Hit Points

67 (9d8 + 27)

Speed

30 ft.

Senses

passive Perception 10

Languages

any one language (usually Common)

Challenge

2 (450 XP)

Reckless:

At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Greataxe:

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

Hailing from uncivilized lands, unpredictable berserkers come together in war parties and seek conflict wherever they can find it.

Commoner

Medium humanoid (human), any alignment

Armor Class

10

Hit Points

4 (1d8)

Speed

30 ft.

Senses

passive Perception 10

Languages

any one language (usually Common)

Challenge

0 (10 XP)

Actions

Club:

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d4) bludgeoning damage.

Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.

Cult Fanatic

Medium humanoid (human), any non-good alignment

Armor Class

13 (leather armour)

Hit Points

33 (6d8 + 6)

Speed

30 ft.

Skills

Deception +4, Persuasion +4, Religion +2

Senses

passive Perception 11

Languages

any one language (usually Common)

Challenge

2 (450 XP)

Dark Devotion:

The fanatic has advantage on saving throws against being Charmed or Frightened.

Spellcasting:

The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:

Cantrips (at will):

Light, Sacred Flame, Thaumaturgy

1st level (4 slots):

Command, Inflict Wounds, Shield of Faith

2nd level (3 slots):

Hold Person, Spiritual Weapon

Actions

Multiattack:

The fanatic makes two melee attacks.

Dagger:

Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

Fanatics are often part of a cult’s leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.

Cultist

Medium humanoid (human), any non-good alignment

Armor Class

12 (leather armour)

Hit Points

9 (2d8)

Speed

30 ft.

Skills

Deception +2, Religion +2

Senses

passive Perception 10

Languages

any one language (usually Common)

Challenge

1/8 (25 XP)

Dark Devotion:

The fanatic has advantage on saving throws against being Charmed or Frightened.

Actions

Scimitar:

Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.

Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices.

Druid

Medium humanoid (human), any alignment

Armor Class

11 (16 with Barkskin)

Hit Points

27 (5d8 + 5)

Speed

30 ft.

Skills

Medicine +4, Nature +3, Perception +4

Senses

passive Perception 14

Languages

Druidic plus any two languages

Challenge

2 (450 XP)

Spellcasting:

The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will):

Druidcraft, Produce Flame, Shillelagh

1st level (4 slots):

Entangle, Longstrider, Speak with Animals, Thunderwave

2nd level (3 slots):

Animal Messenger, Barkskin

Actions

Quaterstaff:

Melee Weapon Attack: +2 to hit (+4 to hit with Shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with Shillelagh.

Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance.

Gladiator

Medium humanoid (human), any alignment

Armor Class

16 (studded leather, shield)

Hit Points

112 (15d8 + 45)

Speed

30 ft.

Saving Throws

Str +7, Dex +5, Con +6

Skills

Athletics +10, Intimidation +5

Senses

passive Perception 11

Languages

any one language (usually Common)

Challenge

5 (1,800 XP)

Brave:

The gladiator has advantage on saving throws against being Frightened.

Brute:

A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).

Actions

Multiattack:

The gladiator makes three melee attacks or two ranged attacks.

Spear:

Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.

Shield Bash:

Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked Prone.

Reactions

Parry:

The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

Gladiators battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death.

Guard

Medium humanoid (human), any alignment

Armor Class

16 (chain shirt, shield)

Hit Points

11 (2d8 + 2)

Speed

30 ft.

Skills

Perception +2

Senses

passive Perception 12

Languages

any one language (usually Common)

Challenge

1/8 (25 XP)

Actions

Spear:

Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.

Knight

Medium humanoid (human), any alignment

Armor Class

18 (plate)

Hit Points

52 (8d8 + 16)

Speed

30 ft.

Saving Throws

Con +4, Wis +2

Senses

passive Perception 10

Languages

any one language (usually Common)

Challenge

3 (700 XP)

Brave:

The knight has advantage on saving throws against being Frightened.

Actions

Multiattack:

The knight makes two melee attacks.

Greatsword:

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Heavy Crossbow:

Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Leadership (Recharges after a Short or Long Rest):

For 1 minute, the knight 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 knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is Incapacitated.

Reactions

Parry:

The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight’s alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.

Mage

Medium humanoid (human), any alignment

Armor Class

12 (15 with Mage Armour)

Hit Points

40 (9d8)

Speed

30 ft.

Saving Throws

Int +6, Wis +4

Skills

Arcana +6, History +6

Senses

passive Perception 11

Languages

any four languages

Challenge

6 (2,300 XP)

Spellcasting:

The mage is an 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:

Cantrips (at will):

Fire Bolt, Light, Mage Hand, Prestidigitation

1st level (4 slots):

Detect Magic, Mage Armor*, Magic Missile, Shield

2nd level (3 slots):

Misty Step, Suggestion

3rd level (3 slots):

Counterspell, Fireball, Fly

4th level (3 slots):

Greater Invisibility, Ice Storm

5th level (1 slot):

Cone of Cold

* The mage casts this spell on itself before combat.

Actions

Dagger:

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.

Noble

Medium humanoid (human), any alignment

Armor Class

15 (breastplate)

Hit Points

9 (2d8)

Speed

30 ft.

Skills

Deception +5, Insight +4, Persuasion +5

Senses

passive Perception 12

Languages

any two languages

Challenge

1/8 (25 XP)

Actions

Rapier:

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Reactions

Parry:

The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.

Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners.

The noble’s statistics can also be used to represent courtiers who aren’t of noble birth.

Pirate

Medium humanoid (human), any non-lawful alignment

Armor Class

12 (leather armour)

Hit Points

11 (2d8 + 2)

Speed

30 ft.

Senses

passive Perception 10

Languages

any one language (usually Common)

Challenge

1/8 (25 XP)

Actions

Scimitar:

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Light Crossbow:

Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation’s vessels.

Pirate Captain

Medium humanoid (human), any non-lawful alignment

Armor Class

15 (studded leather)

Hit Points

65 (10d8 + 20)

Speed

30 ft.

Saving Throws

Str +4, Dex +5, Wis +2

Skills

Athletics +4, Deception +4

Senses

passive Perception 10

Languages

any two languages

Challenge

2 (450 XP)

Actions

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.

It takes a strong personality, ruthless cunning, and a silver tongue to keep a crew of pirates in line. The pirate captain has these qualities in spades.

In addition to managing a crew of selfish malcontents, the pirate captain has a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis.

More than treasure, a pirate captain craves infamy. A prisoner who appeals to the captain’s vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain’s colorful reputation.

Priest

Medium humanoid (human), any alignment

Armor Class

13 (chain shirt)

Hit Points

27 (5d8 + 5)

Speed

30 ft.

Skills

Medicine +7, Persuasion +3, Religion +4

Senses

passive Perception 13

Languages

any two languages

Challenge

2 (450 XP)

Divine Eminence:

As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

Spellcasting:

The priest is an 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:

Cantrips (at will):

Light, Sacred Flame, Thaumaturgy

1st level (4 slots):

Cure Wounds, Guiding Bolt, Sanctuary

2nd level (3 slots):

Lesser Restoration, Spiritual Weapon

3rd level (2 slots):

Dispel Magic, Spirit Guardians

Actions

Mace:

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites.

A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.

Scout

Medium humanoid (human), any alignment

Armor Class

13 (leather armour)

Hit Points

16 (3d8 + 3)

Speed

30 ft.

Skills

Nature +4, Perception +5, Stealth +6, Survival +5

Senses

passive Perception 15

Languages

any one language (usually Common)

Challenge

1/2 (100 XP)

Keen Hearing and Sight:

The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Multiattack:

The scout 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.

Longbow:

Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance.

Spy

Medium humanoid (human), any alignment

Armor Class

12

Hit Points

27 (6d8)

Speed

30 ft.

Skills

Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4

Senses

passive Perception 16

Languages

any two languages

Challenge

1 (200 XP)

Cunning Action:

On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn):

The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn’t Incapacitated and the spy doesn’t have disadvantage on the attack roll.

Actions

Multiattack:

The spy makes two melee attacks.

Shortsword:

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow:

Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.

Thug

Medium humanoid (human), any non-good alignment

Armor Class

11 (leather armour)

Hit Points

32 (5d8 + 10)

Speed

30 ft.

Skills

Intimidation +2

Senses

passive Perception 10

Languages

any one language (usually Common)

Challenge

1/2 (100 XP)

Pack Tactics:

The thug has advantage on an attack roll against a creature if at least one of the thug’s allies is within 5 feet of the creature and the ally isn’t Incapacitated.

Actions

Multiattack:

The thug makes two melee attacks.

Mace:

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.

Heavy Crossbow:

Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.

Tribal Warrior

Medium humanoid (human), any alignment

Armor Class

12 (hide armour)

Hit Points

11 (2d8 + 2)

Speed

30 ft.

Senses

passive Perception 10

Languages

any one language

Challenge

1/8 (25 XP)

Pack Tactics:

The warrior has advantage on an attack roll against a creature if at least one of the warrior’s allies is within 5 feet of the creature and the ally isn’t Incapacitated.

Actions

Spear:

Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods.

Veteran

Medium humanoid (human), any alignment

Armor Class

17 (splint)

Hit Points

58 (9d8 + 18)

Speed

30 ft.

Skills

Athletics +5, Perception +2

Senses

passive Perception 12

Languages

any one language (usually Common)

Challenge

2 (700 XP)

Actions

Multiattack:

The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.

Longsword:

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Shortsword:

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Heavy Crossbow:

Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Veterans are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves.