AC16 (hauberk)
HP 58 (9d8 + 18; bloodied 29)
Speed 30 ft.
Proficiency +2; Maneuver DC 13
Skills Athletics +5, Intimidation +2 (+1d4), Perception +4, Survival +4
Senses passive Perception 14
Languages Common, Elvish, Undercommon
Fey Ancestry. The warrior gains an expertise die on saving throws against being charmed , and magic can’t put them to sleep.
Shadow Elf Spellcasting. The veteran’s spellcasting ability is Wisdom (spell save DC 12). The veteran can innately cast the following spells, requiring no material components:
At Will: dancing lights
1/day each: darkness , faerie fire
ACTIONS
Multiattack. The veteran makes two melee attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.
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: 7 (1d10+2) piercing damage. If the target is a creature, it makes a DC 13 Constitution saving throw . On a failure, the target is poisoned for 1 hour. If it fails the saving throw by 5 or more, it falls unconscious until it is no longer poisoned, it takes damage, or a creature takes an action to shake it awake.
BONUS ACTIONS
Tactical Movement. Until the end of the veteran’s turn, their Speed is halved and their movement doesn’t provoke opportunity attacks.
REACTIONS
Painful Counter. When the veteran is hit by a melee attack by an attacker they can see within 5 feet, the veteran makes a shortsword attack against the attacker.
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.