Retired Adventurer

Small or Medium • Humanoid • Lawful Good

Armor Class 15

Hit Points 153 (18d8 + 72)

Speed 30 ft.

Initiative +7 (17)

STRDEXCONINTWISCHA
18 (+4)16 (+3)18 (+4)12 (+1)15 (+2)13 (+1)

Saving Throws Str +8, Dex +7, Wis +6

Skills Athletics +9, Acrobatics +7, History +5, Perception +6, Persuasion +5

Gear +1 longsword, +1 leather, dagger, potions (GM’s choice)

Senses passive Perception 16

Languages Common plus two other languages

CR 11 (XP 7,200, or 8,400 in lair; PB +4)

An old male barkeeper with a white beard holding a bottle of alcohol and a sword sheathed on his hip.

Determination (1/Day). If damage reduces the adventurer to 0 hit points, it drops to 1 hit point instead, unless the damage is from a critical hit.

Indomitable (2/Day). The adventurer can reroll a saving throw if it fails. It must use the new roll.

ACTIONS

Multiattack. The adventurer makes three attacks, using Longsword or Hand Crossbow in any combination.

Longsword. Melee Weapon Attack: +9, reach 5 ft., one target. Hit: 10 (1d10 + 5) magical slashing damage, and the target suffers one of the following effects of the adventurer’s choice (a target can only be affected once per turn):

  • The target is affected by the confusion spell until the end of its next turn.
  • The target is pushed up to 5 feet in a direction of the adventurer’s choice.
  • The target loses its concentration, and on its next turn, it can use either an action or a bonus action, not both.

Hand Crossbow. Ranged Weapon Attack: +7, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target’s speed is reduced by 10 feet. This effect can stack.

BONUS ACTIONS

Imbibe Potion (3/Day). The adventurer imbibes a potion and gains one of the following effects:

  • The adventurer regains 14 (4d4 + 4) hit points.
  • The adventurer gains a flying speed of 60 feet for 1 hour.
  • The adventurer gains resistance against one damage type for 1 hour, except bludgeoning, piercing, or slashing damage.

REACTIONS

Kick (Recharge 4-6). Trigger: A creature within 5 feet that the adventurer can see targets it within an attack. Response: The attacker is knocked prone before the attack and can’t stand up until the end of its turn.

LEGENDARY ACTIONS

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the adventurer can expend a use to take one of the following actions. The adventurer regains all expended uses at the start of each of its turns.

Sidestep. The adventurer moves up to half its speed without provoking attacks of opportunities.

Quick Slash / Draw. The adventurer makes one Longsword attack without inflicting any additional effects or one Hand Crossbow attack.

Feinting Grapple. Dexterity Saving Throw: DC 16, one creature within 5 feet that the adventurer can see. Failure: The target drops one item it is holding, and the adventurer can fling it up to 30 feet in a direction of its choice. Success: The target is grappled (escape DC 16). Failure or Success: The adventurer can’t take this action again until the start of its next turn.

Barrage. Constitution Saving Throw: DC 16, one creature the adventurer is grappling. Failure: 25 (6d6 + 4) slashing damage. Success: Half damage. Failure or Success: The adventurer can’t take this action again until the start of its next turn.

Retired Adventurer

Small or Medium • Humanoid • Lawful Good

Armor Class 15

Hit Points 112 (15d8 + 45)

Speed 30 ft.

Initiative +6 (16)

STRDEXCONINTWISCHA
17 (+3)16 (+3)16 (+3)12 (+1)15 (+2)13 (+1)

Saving Throws Str +6, Dex +6, Wis +5

Skills Athletics +6, Acrobatics +6, History +4, Perception +5, Persuasion +4

Gear +1 longsword, +1 leather, dagger, potions (GM’s choice)

Senses passive Perception 15

Languages Common plus two other languages

CR 8 (XP 3,900, or 5,000 in lair; PB +3)

An old male barkeeper with a white beard holding a bottle of alcohol and a sword sheathed on his hip.

Determination (1/Day). If damage reduces the adventurer to 0 hit points, it drops to 1 hit point instead, unless the damage is from a critical hit.

Indomitable (2/Day). The adventurer can reroll a saving throw if it fails. It must use the new roll.

ACTIONS

Multiattack. The adventurer makes two attacks, using Longsword or Hand Crossbow in any combination.

Longsword. Melee Weapon Attack: +7, reach 5 ft., one target. Hit: 9 (1d10 + 4) magical slashing damage, and the target suffers one of the following effects of the adventurer’s choice (a target can only be affected once per turn):

  • The target is affected by the confusion spell until the end of its next turn.
  • The target is pushed up to 5 feet in a direction of the adventurer’s choice.
  • The target loses its concentration, and on its next turn, it can use either an action or a bonus action, not both.

Hand Crossbow. Ranged Weapon Attack: +6, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target’s speed is reduced by 10 feet. This effect can stack.

BONUS ACTIONS

Imbibe Potion (2/Day). The adventurer imbibes a potion and gains one of the following effects:

  • The adventurer regains 14 (4d4 + 4) hit points.
  • The adventurer gains a flying speed of 60 feet for 1 hour.
  • The adventurer gains resistance against one damage type for 1 hour, except bludgeoning, piercing, or slashing damage.

REACTIONS

Kick (Recharge 4-6). Trigger: A creature within 5 feet that the adventurer can see targets it within an attack. Response: The attacker is knocked prone before the attack and can’t stand up until the end of its turn.

LEGENDARY ACTIONS

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the adventurer can expend a use to take one of the following actions. The adventurer regains all expended uses at the start of each of its turns.

Sidestep. The adventurer moves up to half its speed without provoking attacks of opportunities.

Quick Slash / Draw. The adventurer makes one Longsword attack without inflicting any additional effects or one Hand Crossbow attack.

Feinting Grapple. Dexterity Saving Throw: DC 14, one creature within 5 feet that the adventurer can see. Failure: The target drops one item it is holding, and the adventurer can fling it up to 30 feet in a direction of its choice. Success: The target is grappled (escape DC 14). Failure or Success: The adventurer can’t take this action again until the start of its next turn.

Barrage. Constitution Saving Throw: DC 14, one creature the adventurer is grappling. Failure: 23 (6d6 + 3) slashing damage. Success: Half damage. Failure or Success: The adventurer can’t take this action again until the start of its next turn.

Retired Adventurer

Small or Medium • Humanoid • Lawful Good

Armor Class 16

Hit Points 187 (22d8 + 88)

Speed 30 ft.

Initiative +9 (19)

STRDEXCONINTWISCHA
20 (+5)18 (+4)19 (+4)14 (+2)17 (+3)15 (+2)

Saving Throws Str +10, Dex +9, Int +7, Wis +8

Skills Athletics +10, Acrobatics +9, History +7, Perception +8, Persuasion +7

Gear +1 longsword, +1 leather, dagger, potions (GM’s choice)

Senses passive Perception 18

Languages Common plus two other languages

CR 14 (XP 11,500, or 13,000 in lair; PB +5)

An old male barkeeper with a white beard holding a bottle of alcohol and a sword sheathed on his hip.

Determination (1/Day). If damage reduces the adventurer to 0 hit points, it drops to 1 hit point instead, unless the damage is from a critical hit.

Indomitable (3/Day). The adventurer can reroll a saving throw if it fails. It must use the new roll.

ACTIONS

Multiattack. The adventurer makes four attacks, using Longsword or Hand Crossbow in any combination.

Longsword. Melee Weapon Attack: +11, reach 5 ft., one target. Hit: 11 (1d10 + 6) magical slashing damage, and the target suffers one of the following effects of the adventurer’s choice (a target can only be affected once per turn):

  • The target is affected by the confusion spell until the end of its next turn.
  • The target is pushed up to 5 feet in a direction of the adventurer’s choice.
  • The target loses its concentration, and on its next turn, it can use either an action or a bonus action, not both.

Hand Crossbow. Ranged Weapon Attack: +9, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target’s speed is reduced by 10 feet. This effect can stack.

BONUS ACTIONS

Imbibe Potion (3/Day). The adventurer imbibes a potion and gains one of the following effects:

  • The adventurer regains 14 (4d4 + 4) hit points.
  • The adventurer gains a flying speed of 60 feet for 1 hour.
  • The adventurer gains resistance against one damage type for 1 hour, except bludgeoning, piercing, or slashing damage.

REACTIONS

Kick (Recharge 4-6). Trigger: A creature within 5 feet that the adventurer can see targets it within an attack. Response: The attacker is knocked prone before the attack and can’t stand up until the end of its turn.

LEGENDARY ACTIONS

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the adventurer can expend a use to take one of the following actions. The adventurer regains all expended uses at the start of each of its turns.

Sidestep. The adventurer moves up to half its speed without provoking attacks of opportunities.

Quick Slash / Draw. The adventurer makes one Longsword attack without inflicting any additional effects or one Hand Crossbow attack.

Feinting Grapple. Dexterity Saving Throw: DC 18, one creature within 5 feet that the adventurer can see. Failure: The target drops one item it is holding, and the adventurer can fling it up to 30 feet in a direction of its choice. Success: The target is grappled (escape DC 18). Failure or Success: The adventurer can’t take this action again until the start of its next turn.

Barrage. Constitution Saving Throw: DC 18, one creature the adventurer is grappling. Failure: 40 (10d6 + 5) slashing damage. Success: Half damage. Failure or Success: The adventurer can’t take this action again until the start of its next turn.

QUICK REFERENCE

Habitat

    • Found in taverns, smithies, merchant shops, and similar living out their retirement
    • May still wander ruins, dungeons, or old haunts at a leisurely pace or if nostalgia (or trouble) calls
    • Far off civilization as reclusive

Behavior

    • Gruff, witty, and unpredictable—part cranky old mentor, part deadly opponent
    • Often keeps gear close at hand despite claims of being done adventuring
    • Still has battle-hardened instincts and a knack for improvisation
    • Prefers not to fight, but if provoked, unleashes tactics honed from years of adventuring

Information (Intelligence Check)

    • DC 14 Investigation: Known and well respected in their region
    • DC 17 Insight: Movement or general attitude still shows the drills of a veteran fighter
    • DC 20 History: There are rumors of them being once celebrated as a hero, unbeatable warrior, or similar

Combat

    • Clever and cunning fighting style, intuitively knows what works against which enemy and in which priority to attack them
    • Standard Longsword attacks are usually split to control the pace of the battle, dishing out debuffs to several enemies each round; Quick Slash/Draw focuses on a single target
    • Potions are either used early on for buffs (depending on the situation and enemies) or simply at later stages for healing
    • Feinting Grapple either to disarm melee fighters, but if the target succeeds, the retired adventurer can follow it up with a Barrage to deal massive damage

Loot Ideas

    • Gear, such as armor, longsword, and unused potions; potentially further former equipment stored in private rooms
    • Jewelry, art pieces, a chest filled with gold or gems in hidden places
    • Tales of the past, old deeds, letters, information, and forgotten lore

USING MONSTER VARIANTS

Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.

Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.

Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.