![[Askaria Elite.png]]
## Basic Information
**Type:** Humanoid (Human)
**CR:** 4
**Role:** Anti-Magic Specialist, Heavy Infantry
**Allegiance:** Askarian Empire
---
## Combat Statistics
**Armor Class:** 17 (half-plate armor)
**Hit Points:** 65
**Speed:** 30 ft.
**STR** 16 (+3) | **DEX** 14 (+2) | **CON** 16 (+3) | **INT** 10 (+0) | **WIS** 12 (+1) | **CHA** 8 (-1)
**Saving Throws:** STR +5, CON +5, WIS +3
**Skills:** Athletics +5, Intimidation +1, Perception +3
**Senses:** Passive Perception 13
**Languages:** Common, Askarian
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## Special Abilities
### Anti-Magic Belt
- **Type:** Toggleable magical suppression device
- **Activation:** Bonus action
- **Range:** 10ft radius sphere centered on wearer
- **Effect:** Suppresses ALL magic while active
- No spellcasting of any kind within zone
- Magical items cease functioning
- Active spell effects suppressed while in zone
- Effects resume when leaving zone or belt deactivates
- **Duration:** Until deactivated (bonus action) or wearer is incapacitated
- **Limitation:** Belt must recharge for 1 minute after 10 minutes of continuous use
- **Standard Issue:** All Elite soldiers receive anti-magic belts as standard equipment
### Pack Tactics
- **Effect:** Advantage on attack rolls against a creature if at least one allied soldier is within 5 feet of the target and isn't incapacitated
- **Training:** Elite soldiers are drilled in coordinated combat formations
### Tactical Formation
- **Action Type:** Bonus action
- **Range:** 5 feet
- **Effect:** Grant one allied soldier within range +2 AC until the start of this soldier's next turn
- **Use:** Can protect fellow soldiers or commanders using shield positioning
### Anti-Caster Training
- **Effect:** Advantage on saving throws against spells
- **Training:** Extensive conditioning against magical attacks, standard across all Askarian forces
- **Recognition:** Can identify spellcasters on sight (Arcana check DC 10)
---
## Actions
### Multiattack
The Elite Soldier makes two attacks with their heavy crossbow or longsword.
### Heavy Crossbow
**Ranged Weapon Attack:** +7 to hit, range 100/400 ft., one target
**Hit:** 1d10+3 piercing damage
**Reload:** Can reload as part of attack action
### Longsword
**Melee Weapon Attack:** +7 to hit, reach 5 ft., one target
**Hit:** 1d8+3 slashing damage (versatile: 1d10+3 if wielded two-handed)
### Paralysis Grenade (2 per soldier)
**Range:** 30 feet (thrown)
**Area:** 10-foot radius sphere
**Save:** DC 15 Constitution
**Effects:**
- Creatures that fail save are paralyzed for 1 minute
- Paralyzed creatures can repeat save at end of each of their turns
- Success ends effect on that creature
- Alchemical mixture affects both living creatures and constructs
### Stun Grenade (1 per soldier)
**Range:** 30 feet (thrown)
**Area:** 15-foot radius sphere
**Save:** DC 14 Constitution
**Effects:**
- Creatures that fail save are stunned for 1 round
- All creatures in area (save or not) are deafened for 1 minute
- Extremely loud - can be heard up to 300 feet away
- Bright flash can reveal invisible creatures (Perception DC 12)
---
## Equipment
### Standard Gear
- Half-plate armor (AC 15 + Dex modifier max +2)
- Heavy crossbow with 30 bolts
- Longsword
- Shield (can be donned/doffed as action, +2 AC when wielded)
- Anti-magic belt (elite soldier standard issue)
### Alchemical Weapons
- 2 Paralysis Grenades
- 1 Stun Grenade
- 1 Antitoxin (standard medical kit item)
### Additional Equipment
- Manacles and chains (for prisoner restraint)
- Waterskin
- 3 days rations
- Bedroll
- Whistle (for squad communication)
---
## Tactics
### Standard Combat Doctrine
**Round 1 - Suppress Magic Users:**
1. Activate anti-magic belt (bonus action) if enemies are within 30 feet
2. Target identified spellcasters with grenades
3. Use pack tactics with fellow soldiers for advantage
4. Maintain formation with tactical formation ability
**Ongoing Combat:**
1. Maintain anti-magic zones around casters
2. Focus fire with pack tactics on priority targets
3. Use tactical formation to protect wounded allies or commanders
4. Reload and fire crossbows when enemies at range
5. Switch to longsword when enemies close to melee
**Priority Targets:**
1. Enemy spellcasters (highest priority)
2. Heavily armored warriors (use paralysis grenades)
3. Healers (prevent enemy recovery)
4. Ranged attackers
5. Lightly armored targets (easier kills)
### Coordinated Tactics
**With Other Elite Soldiers:**
- Form overlapping anti-magic zones (10ft radius each)
- Coordinate grenade throws to maximize area denial
- Use pack tactics for guaranteed advantage
- Protect each other with tactical formation
- Create "kill zones" where magic can't function
**With Standard Soldiers:**
- Elite soldiers create anti-magic zones
- Standard soldiers provide volley fire support
- Standard soldiers throw additional anti-magic grenades
- Elite soldiers handle toughest melee threats
- Protect standard soldiers with tactical formation
**With Slave Master:**
- Follow whistle commands (gain advantage)
- Protect Slave Master with tactical formation
- Create anti-magic perimeter around prisoners
- Execute coordinated grenade volleys on command
- Cover Slave Master's retreat if necessary
### Terrain Usage
- Prefer fortified positions with cover
- Use high ground for crossbow advantage
- Channel enemies into anti-magic kill zones
- Position to protect flanks of standard soldiers
- Maintain escape routes if overwhelmed
---
## Personality & Motivation
### Character Traits
- Professional, disciplined, follows orders without question
- Takes pride in anti-magic capabilities
- Views magic users as cowards who rely on tricks
- Respects strength and military prowess
- Contemptuous of "soft" Free Kingdoms forces
### Motivations
- Serving the Askarian Empire with honor
- Proving superiority of training over magic
- Earning promotion to officer ranks
- Financial security and military pension
- Camaraderie with fellow elite soldiers
### Speech Patterns
- Terse military communication
- Uses rank and file terminology
- Acknowledges orders with "Confirmed" or "Executing"
- Rarely speaks to enemies (lets weapons talk)
- May taunt magic users about their "useless tricks"
---
## Lore & Background
### Elite Soldier Requirements
To become an Askarian Elite Soldier, candidates must:
- Complete 5+ years standard military service
- Pass rigorous anti-magic combat certification
- Demonstrate exceptional physical conditioning
- Show tactical aptitude and discipline
- Undergo specialized grenade handling training
- Learn anti-magic belt operation and maintenance
### Role in Empire
Elite Soldiers serve as:
- Anti-magic specialists in all military operations
- Heavy infantry for critical engagements
- Slave raid security (prevent magical interference)
- Border patrol in magic-heavy regions
- Training cadre for standard soldiers
- Personal guard for high-ranking officers
### Why They're Feared
- Can shut down entire battlefield with anti-magic zones
- Trained specifically to counter Free Kingdoms wizards
- Coordinate perfectly with pack tactics
- Equipped with multiple disabling options
- Extremely difficult to kill (high AC, HP, saves)
- Fight smart, not reckless
---
## Variants
### Border Patrol Elite
- +10 HP (75 total)
- Replace 1 paralysis grenade with anti-magic grenade
- Add +2 to Perception checks
- Know local terrain (advantage on Survival checks)
### Slave Raid Specialist
- Replace longsword with net (+5 to hit, restrain on hit)
- Add expertise in manacles/restraints
- Know slave appraisal (can estimate prisoner value)
- Carry additional chains and restraints
### City Guard Elite
- Replace heavy crossbow with hand crossbow (less lethal option)
- Add non-lethal takedown training (+3 to Athletics for grappling)
- Know city layout (advantage on chase-related checks)
- Replace 1 paralysis grenade with smoke grenade
### Anti-Wizard Hunter
- +1 anti-magic grenade (instead of stun grenade)
- Advantage on Intelligence checks to identify spell effects
- Can counterspell once per day (as 5th level caster) by activating belt as reaction
- Know common wizard tactics and weaknesses
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