Retired Adventurer
Small or Medium • Humanoid • Lawful Good
Armor Class 15
Hit Points 153 (18d8 + 72)
Speed 30 ft.
Initiative +7 (17)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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)

Retired Adventurer
Small or Medium • Humanoid • Lawful Good
Armor Class 15
Hit Points 112 (15d8 + 45)
Speed 30 ft.
Initiative +6 (16)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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)

Retired Adventurer
Small or Medium • Humanoid • Lawful Good
Armor Class 16
Hit Points 187 (22d8 + 88)
Speed 30 ft.
Initiative +9 (19)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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)

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.
