Retired Citizens of Fijorn

Retired Citizens of Fijorn

"Even in peace, we remain warriors. Even in shadow, we remain unseen."

Though these Fijornians have stepped away from direct service, their discipline and training remain. The retired male warriors still wear armor, signifying their eternal readiness, while the retired women of the Veil remain veiled, their skills honed even in peace.

These stat blocks represent retired, but still formidable, citizens of Fijorn. They are not as powerful as active-duty Fijorn Soldiers or Sisters of the Veil, but they are still dangerous opponents in combat.


Male Retired Soldiers of Fijorn

(Still armored, no longer frontline warriors but ready to fight if needed.)

1. Retired Legionnaire

Veteran infantrymen who once held the frontlines, now serving as community protectors and trainers.


Medium Humanoid (Fijornian), Lawful Neutral
Armor Class 16 (Half Plate)
Hit Points 60 (8d8 + 24)
Speed 30 ft.


STR 16 (+3) | DEX 12 (+1) | CON 16 (+3) | INT 10 (+0) | WIS 12 (+1) | CHA 14 (+2)


Saving Throws STR +5, CON +5
Skills Athletics +5, Perception +3, Intimidation +4
Senses Passive Perception 13
Languages Common, Fijornian War Cant
Challenge 4 (1,100 XP)
Proficiency Bonus +2


Traits

Brave. The Retired Legionnaire has advantage on saving throws against being frightened.

Tactical Defender. When an ally within 5 feet is attacked, the Legionnaire can use a reaction to impose disadvantage on the attack roll.

Unyielding. When the Legionnaire drops to 0 HP for the first time, they remain conscious with 1 HP and gain temporary hit points equal to their Constitution modifier (3).


Actions

Multiattack. The Legionnaire makes two melee attacks.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 1) piercing damage.


2. Retired Shieldbearer

Former elite shield wall fighters, now serving as local guardians or personal guards to noble houses.


Medium Humanoid (Fijornian), Lawful Neutral
Armor Class 18 (Heavy Plate & Shield)
Hit Points 72 (9d8 + 27)
Speed 30 ft.


STR 17 (+3) | DEX 10 (+0) | CON 17 (+3) | INT 10 (+0) | WIS 12 (+1) | CHA 14 (+2)


Saving Throws STR +6, CON +6
Skills Athletics +6, Insight +3, Perception +4
Damage Resistances Nonmagical Slashing & Bludgeoning Damage
Senses Passive Perception 14
Languages Common, Fijornian War Cant
Challenge 4 (1,100 XP)
Proficiency Bonus +2


Traits

Phalanx Defense. Gains +2 AC if standing adjacent to another ally with a shield.

Unbreakable Stance. If knocked prone or shoved, can use a reaction to remain standing.

Shield Wall Tactician. When an ally within 5 feet is hit by an attack, the Shieldbearer can reduce the damage taken by half.


Actions

Multiattack. The Shieldbearer makes two melee attacks.

Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. The target must make a DC 14 Strength saving throw or be knocked prone.

Spear Thrust. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (1d8 + 3) piercing damage.


3. Retired Cavalryman

Once mounted warriors, now training the next generation of Fijorn’s elite cavalry.


Medium Humanoid (Fijornian), Lawful Neutral
Armor Class 17 (Half Plate)
Hit Points 65 (9d8 + 27)
Speed 30 ft.


STR 17 (+3) | DEX 13 (+1) | CON 15 (+2) | INT 10 (+0) | WIS 12 (+1) | CHA 14 (+2)


Saving Throws STR +6, DEX +4
Skills Animal Handling +4, Perception +3, Intimidation +5
Senses Passive Perception 13
Languages Common, Fijornian War Cant
Challenge 4 (1,100 XP)
Proficiency Bonus +2


Traits

Mounted Tactician. Gains advantage on attack rolls while mounted.

Charge Strike. If the Cavalryman moves at least 20 feet before attacking, the attack deals an additional 1d8 damage.

Fijornian Discipline. The Cavalryman does not suffer penalties for fighting while mounted.


Actions

Multiattack. The Cavalryman makes two melee attacks.

Lance Thrust. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 3) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 1) piercing damage.


Female Retired Sisters of the Veil

(Once elite assassins and infiltrators, now serving as scholars, spies, and shadowed advisors.)

4. Former Silent Blade

A retired assassin who still watches from the shadows.


Medium Humanoid (Fijornian), Lawful Neutral
Armor Class 15 (Dark Leather)
Hit Points 48 (8d8 + 16)
Speed 35 ft.


STR 12 (+1) | DEX 17 (+3) | CON 14 (+2) | INT 12 (+1) | WIS 14 (+2) | CHA 13 (+1)


Saving Throws DEX +6, INT +4
Skills Acrobatics +6, Stealth +8, Insight +4, Deception +5
Damage Resistances Poison, Psychic
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Fijornian Veil Cant
Challenge 4 (1,100 XP)
Proficiency Bonus +2


Traits

Veiled Presence. Has advantage on Stealth checks in dim light or darkness.

Shadow Step. Can use a bonus action to teleport up to 30 feet in dim light.

Poisoned Blade. All melee attacks deal an additional 1d6 poison damage.


Actions

Multiattack. The Silent Blade makes two melee attacks.

Dagger Slash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) piercing damage plus 3 (1d6) poison damage.

Throwing Knife. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 3) piercing damage.

5. Former Infiltrator of the Veil

"A shadow does not forget how to move—only when to strike."
Even in retirement, the infiltrators of the Veil remain watchful. Some serve as spies and intelligence gatherers, while others fade into society, waiting for the Emperor’s call.


Medium Humanoid (Fijornian), Lawful Neutral
Armor Class 15 (Veiled Leather Armor)
Hit Points 54 (9d8 + 18)
Speed 35 ft.


STR 12 (+1) | DEX 18 (+4) | CON 14 (+2) | INT 14 (+2) | WIS 13 (+1) | CHA 14 (+2)


Saving Throws DEX +7, INT +5
Skills Deception +6, Perception +5, Stealth +8, Persuasion +5, Insight +5
Damage Resistances Psychic, Poison
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Fijornian Veil Cant, Draconic
Challenge 4 (1,100 XP)
Proficiency Bonus +2


Traits

Elusive. The Former Infiltrator cannot be attacked with advantage unless incapacitated or restrained.

Master of Disguise. Can assume a new identity in 10 minutes, perfectly mimicking mannerisms and speech.

Cloaked in Veil Magic. Has advantage on saving throws against being detected by divination spells.


Actions

Multiattack. The Infiltrator makes two melee or ranged attacks.

Silken Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) piercing damage plus 3 (1d6) psychic damage.

Shadow Dart. Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 2 (1d4) poison damage.

Veil Step (Recharge 4-6). The Infiltrator turns invisible for 1 minute or until she makes an attack. She can move through nonmagical barriers during this time.


6. Shadow Tactician of the Veil

"A war won in silence is a war never fought at all."
The most intelligent of the Veil never fought on the frontlines but ensured wars were won before they began. These tacticians still serve as advisors, but they remain deadly when the need arises.


Medium Humanoid (Fijornian), Lawful Neutral
Armor Class 16 (Ceremonial Veil Armor)
Hit Points 66 (10d8 + 20)
Speed 30 ft.


STR 10 (+0) | DEX 16 (+3) | CON 14 (+2) | INT 18 (+4) | WIS 15 (+2) | CHA 16 (+3)


Saving Throws INT +7, WIS +5
Skills Arcana +7, History +7, Insight +6, Investigation +7, Persuasion +6, Stealth +7
Damage Resistances Psychic, Radiant
Condition Immunities Charmed, Frightened
Senses Passive Perception 14
Languages Common, Fijornian Veil Cant, Infernal
Challenge 5 (1,800 XP)
Proficiency Bonus +3


Traits

Tactical Mind. All allies within 30 feet gain a +1 bonus to attack rolls and saving throws.

Silent Execution. When an ally successfully lands a melee attack against a surprised enemy, the Tactician can use her reaction to let that ally attack again.

Mastermind’s Escape. If reduced below 30 HP, the Tactician can use a reaction to teleport up to 60 feet into cover.


Actions

Multiattack. The Tactician makes two melee or ranged attacks.

Veilblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) slashing damage plus 3 (1d6) psychic damage.

Tactical Barrage (Recharge 5-6). The Tactician issues precise commands to her allies, granting all allies within 30 feet an immediate weapon attack with advantage.

Illusory Assault. The Tactician creates up to three illusory copies of herself that last 1 minute. Each copy forces an attacker to roll with disadvantage until hit.


These six retired citizens of Fijorn still hold deadly skills but now serve their people in a different capacity.


Children

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