Sellsword Veteran

Medium humanoid (any), any alignment

Sellswords are professional soldiers for hire --- the martial backbone of the Grey Age's economy. Every caravan needs guards. Every settlement needs militia. Every merchant guild needs enforcers. Sellsword veterans are the ones who survived long enough to get good at it. They are pragmatic, professional, and expensive. Most have seen enough horror that fear checks against common monsters no longer affect them. They fight with disciplined efficiency and withdraw when the contract isn't worth dying for.

Armor Class:17 (chain mail, shield)
Hit Points:58 (9d8 + 18)
Speed:30 ft
Challenge:CR 3
STR
16 (+3)
DEX
12 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
13 (+1)
CHA
11 (+0)
Saving Throws:STR +5, CON +4
Skills:Athletics +5, Perception +3, Intimidation +2, Survival +3
Senses:Passive Perception 13

Traits

Hardened. The veteran has advantage on Fear Checks against creatures of CR 3 or lower.
Tactical Discipline. When the veteran takes the Dodge action, allies within 5 feet of the veteran gain +1 to AC until the start of the veteran's next turn.

Actions

Multiattack. The veteran makes two longsword attacks. If it has a hand free, it can also make one dagger attack.
Longsword. Melee: +5 to hit, reach 5 ft. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used two-handed.
Dagger. Melee or Ranged: +5 to hit, reach 5 ft or range 20/60 ft. Hit: 5 (1d4 + 3) piercing damage.
Heavy Crossbow. Ranged: +3 to hit, range 100/400 ft. Hit: 6 (1d10 + 1) piercing damage.
Parry. The veteran adds 2 to its AC against one melee attack that would hit it. It must see the attacker and be wielding a melee weapon.