![[Askaria Soldier.png]]
## Basic Information
**Type:** Humanoid (Human)
**CR:** 2
**Role:** Infantry, Ranged Support, Anti-Magic Support
**Allegiance:** Askarian Empire
---
## Combat Statistics
**Armor Class:** 16 (scale mail + shield)
**Hit Points:** 45
**Speed:** 30 ft.
**STR** 14 (+2) | **DEX** 12 (+1) | **CON** 14 (+2) | **INT** 10 (+0) | **WIS** 10 (+0) | **CHA** 8 (-1)
**Saving Throws:** STR +4, CON +4
**Skills:** Athletics +4, Intimidation +1
**Senses:** Passive Perception 10
**Languages:** Common, Askarian
---
## Special Abilities
### Volley Fire
- **Requirement:** 3 or more soldiers targeting the same creature
- **Effect:** That creature has disadvantage on its next attack roll
- **Range:** Applies to crossbow attacks only
- **Tactics:** Coordinated suppressive fire to disrupt enemies
### Anti-Caster Training
- **Effect:** Advantage on saving throws against spells
- **Training:** Standard across all Askarian military forces
- **Purpose:** Conditioning against Free Kingdoms magical warfare
### Shield Wall (Optional - When in Formation)
- **Requirement:** Standing adjacent to another allied soldier with shield
- **Effect:** +1 AC while both maintain position
- **Break Condition:** Moving more than 5 feet breaks formation
---
## Actions
### Heavy Crossbow
**Ranged Weapon Attack:** +6 to hit, range 100/400 ft., one target
**Hit:** 1d10+2 piercing damage
**Reload:** Requires action or bonus action to reload (loading property)
**Ammunition:** Carries 30 bolts
### Shortsword (Poisoned)
**Melee Weapon Attack:** +5 to hit, reach 5 ft., one target
**Hit:** 1d6+2 piercing damage plus poison effect
**Poison Save:** DC 13 Constitution
**Poison Effect:** 2d6 poison damage and poisoned condition for 1 minute
**Poisoned Condition:** Disadvantage on attack rolls and ability checks
**Repeat Save:** Target can repeat save at end of each turn to end poisoned condition
### Anti-Magic Grenade (1 per soldier)
**Range:** 30 feet (thrown)
**Area:** 15-foot radius sphere
**Save:** DC 16 Dexterity
**Effects:**
- All magic suppressed within area for 1 minute
- Creatures that fail save are stunned for 1 round
- No concentration required, effect persists even if soldier is killed
- Grenade shatters on impact, creating lingering alchemical field
- **This is their most valuable asset**
### Paralysis Grenade (1 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 turn
- Success ends effect on that creature
- Alchemical mixture affects 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 are deafened for 1 minute (regardless of save)
- Extremely loud - audible up to 300 feet away
- Bright flash can reveal invisible creatures
---
## Equipment
### Standard Issue
- Scale mail armor (AC 14 + Dex modifier max +2)
- Steel shield (+2 AC, can be donned/doffed as action)
- Heavy crossbow with 30 bolts
- Shortsword with poison coating
- 3 vials of blade poison (can reapply to weapon)
### Alchemical Weapons
- 1 Anti-Magic Grenade
- 1 Paralysis Grenade
- 1 Stun Grenade
### Additional Gear
- Manacles and chains (for prisoner restraint)
- Rope (50 feet)
- Waterskin
- 3 days rations
- Bedroll
- Military whistle (squad communication)
- Torch
### Uniform & Insignia
- Red-and-black Askarian armor colors
- Empire insignia on shield
- Unit markers indicating company/battalion
- Rank chevrons (if applicable)
---
## Tactics
### Standard Combat Doctrine
**Opening Round:**
1. **Throw anti-magic grenade** at enemy spellcasters (coordinate with squad)
2. If no obvious casters, throw at largest enemy cluster
3. Form firing line with other soldiers
4. Prepare crossbows for volley fire
**Ranged Combat (Preferred):**
1. Use volley fire (3+ soldiers on same target)
2. Target priority: casters > healers > heavy armor > light armor
3. Maintain 30+ foot distance when possible
4. Reload behind shield cover
5. Use remaining grenades to disable threats
**Melee Combat (If Forced):**
1. Form shield wall with adjacent soldiers (+1 AC)
2. Use poisoned shortsword attacks
3. Attempt to hold position rather than advance
4. Call for elite soldier support
5. Retreat if shield wall breaks
**Grenade Usage Priority:**
1. **Anti-Magic:** First round, target enemy casters
2. **Paralysis:** Against heavily armored/dangerous melee threats
3. **Stun:** Area denial or disrupting enemy formations
### Coordinated Tactics
**In Squads (8-12 soldiers):**
- Form two firing lines (front kneels, back stands)
- Concentrate fire using volley fire
- Coordinate grenade throws (multiple grenades same target)
- Rotate front line back when reloading
- Protect flanks with shield walls
**With Elite Soldiers:**
- Provide ranged support while elites engage melee
- Throw anti-magic grenades to supplement elite anti-magic belts
- Use volley fire on targets elite soldiers are engaging
- Fall back behind elite soldiers if enemy closes
- Follow elite soldier tactical commands
**With Slave Master:**
- Obey whistle commands immediately
- Coordinate grenade volleys on command
- Use prisoners as cover when possible
- Protect Slave Master's position
- Maintain formation around valuable prisoners
### Defensive Tactics
**When Outnumbered:**
- Form tight shield wall formation
- Focus fire on single targets (volley fire)
- Use stun grenades for area denial
- Call for reinforcements
- Prepare fighting retreat
**Against Magic Users:**
- Throw anti-magic grenades immediately
- Spread out to avoid AOE spells
- Use advantage on saves (anti-caster training)
- Take cover behind shields
- Focus fire to break concentration
**When Retreating:**
- Maintain shield wall while backing up
- Throw stun grenades to cover retreat
- Leave wounded if necessary (pragmatic, not cruel)
- Regroup at rally point
- Report enemy capabilities to superiors
---
## Personality & Motivation
### Character Traits
- Professional soldiers following orders
- Disciplined but less elite than specialists
- Practical and pragmatic in combat
- Pride in Empire military tradition
- Contempt for "magic-dependent weaklings"
### Typical Background
- **Age:** 20-35 years old
- **Service:** 2-10 years in Askarian military
- **Training:** 6 months basic, 2 months anti-magic specialization
- **Experience:** Multiple slave raids, border skirmishes, garrison duty
- **Family:** Often from military families, sending pay home
### Motivations
- Steady military pay (better than civilian work)
- Empire patriotism and cultural superiority belief
- Advancement to Elite Soldier rank
- Pension after 20 years service
- Fear of punishment for desertion/failure
### Speech Patterns
- Short, military acknowledgments ("Yes sir", "Confirmed", "Moving")
- Use rank when addressing superiors
- May grumble amongst themselves (but obey orders)
- Casual racism toward "soft" Free Kingdoms citizens
- Express confidence in Empire military superiority
---
## Lore & Background
### Training & Recruitment
**Recruitment:**
- Mandatory military service for Askarian males (2 years minimum)
- Voluntary extended service for pay
- Recruited from across Empire territories
- Some conscripts from conquered regions
**Basic Training (6 months):**
- Physical conditioning
- Weapons proficiency (crossbow, sword, shield)
- Formation fighting and shield wall tactics
- Military discipline and hierarchy
- Empire ideology and anti-magic doctrine
**Anti-Magic Specialization (2 months):**
- Recognition of spellcasters and magical items
- Grenade handling and deployment
- Fighting in anti-magic zones
- Conditioning against fear of magic
- Coordinated anti-caster tactics
### Role in Empire
Standard Soldiers form the backbone of Askarian military:
- **Garrison Duty:** Manning forts and border posts
- **Slave Raids:** Providing numbers and ranged support
- **Border Patrol:** Monitoring Free Kingdoms activity
- **Occupation:** Controlling conquered territories
- **War Preparation:** Training for large-scale invasion
### Equipment Philosophy
Unlike Elite Soldiers, Standard Soldiers receive:
- **No anti-magic belts** (too expensive, elites only)
- **Limited grenades** (1 of each type)
- **Poisoned weapons** (cheap force multiplier)
- **Mass-produced gear** (functional, not fancy)
This reflects Empire's pragmatic approach: equip common soldiers with enough anti-magic capability to support elites, but focus resources on specialists.
---
## Morale & Breaking Points
### High Morale Conditions
- Officers/Slave Master alive and commanding
- Elite soldiers present in formation
- Numerical advantage
- Fortified position
- Clear orders and objectives
### Morale Checks Required When:
- Officer/Slave Master killed
- 50% casualties sustained
- All Elite soldiers down
- Anti-magic grenades exhausted
- Surrounded with no escape
### Breaking Point
If morale breaks, Standard Soldiers will:
1. Attempt organized retreat (if leader alive)
2. Scatter and flee (if leaderless)
3. Surrender (if escape impossible)
4. Fight to death (only if fanatical commander present)
**Note:** Standard Soldiers are professionals, not fanatics. They'll surrender if survival is possible.
---
## Variants
### Border Guard
- +5 HP (50 total)
- +2 to Perception checks
- Replace 1 grenade with smoke grenade
- Know local terrain
### Slave Transport Guard
- Replace anti-magic grenade with additional paralysis grenade
- Expertise with manacles (+4 to restrain prisoners)
- Know slave handling procedures
- Carry whips (1d4 slashing, 10ft reach)
### City Watch
- AC 15 (breastplate, no shield - need hands free)
- Hand crossbow instead of heavy crossbow
- Add Investigation +2
- Non-lethal training (can knock out with attacks)
### Veteran (5+ years service)
- +10 HP (55 total)
- +1 to attack and damage rolls
- Add one skill: Survival, Perception, or Athletics
- May have minor combat scars/stories
---
## Scaling
### For Lower Level Parties (Level 3-5)
- Reduce HP to 30
- Only stun grenades (no anti-magic or paralysis)
- No shield wall ability
- Reduce poison DC to 11
### For Higher Level Parties (Level 13-15)
- Increase HP to 60
- Add +1 to attack rolls
- Add second anti-magic grenade
- Improve armor to AC 17
- Volley fire also imposes -2 to target's AC
---
## DM Notes
### Key Reminders
- These are trained soldiers, not bandits
- Anti-magic grenades are their trump card
- Use volley fire often (disadvantage is powerful)
- They fight smart: ranged preferred, shield wall if forced to melee
- Will surrender/retreat if situation hopeless
### Roleplay Tips
- Show military discipline (acknowledge orders, maintain formation)
- Express Empire superiority complex casually
- Grumble about duty but still obey
- Show camaraderie with fellow soldiers
- Business-like approach to prisoners (not sadistic)
### Encounter Balance
- 1 Standard Soldier = easy for level 5 party
- 4 Standard Soldiers = medium for level 5 party
- 8 Standard Soldiers = deadly for level 5 party if they coordinate
- 16 Standard Soldiers + 8 Elites + Slave Master = deadly for level 10 party of 8
### Common Mistakes
- **Don't forget volley fire** (3+ targeting same creature)
- **Don't waste anti-magic grenades** (save for casters)
- **Don't have them fight to death** (they'll retreat/surrender)
- **Don't forget poison damage** (shortswords are coated)
- **Do coordinate with elites** (they work together)
### Memorable Moments
- 16 anti-magic grenades thrown simultaneously (Round 1)
- Shield wall formation holding against melee rush
- Volley fire disrupting enemy attacks
- Professional surrender when outmatched
- "Just following orders" justification for slavery
### Integration Notes
**Squad Composition (Typical Slave Raid):**
- 16 Standard Soldiers
- 8 Elite Soldiers
- 1 Slave Master
- Total: 25 combatants
**Standard Soldier Roles:**
- 8 form firing lines (ranged support)
- 8 guard prisoners (use as cover)
- All throw anti-magic grenades Round 1
- Fall back behind elites if enemies close
**Weakness:**
- Individually weak (CR 2)
- Limited grenades (only 1 anti-magic each)
- Rely on coordination and numbers
- Break morale if losses exceed 50%
- No anti-magic belts (must rely on grenades/elites)
---
## Story Integration
### Plot Hooks
- Captured soldier can be interrogated (knows patrol routes, garrison locations)
- Carried orders reveal Empire war preparations
- Personal letters home show human side (not just evil Empire)
- Deserters seeking asylum in Free Kingdoms
- Veterans questioning Empire slavery doctrine
### Moral Complexity
Standard Soldiers are:
- Following orders, not ideologically evil
- Products of Empire propaganda
- Earning living to support families
- Capable of surrendering/changing sides
- More sympathetic than Elite fanatics
This creates interesting party dynamics:
- Kill them all? (They're complicit in slavery)
- Accept surrender? (They're conscripts following orders)
- Try to turn them? (Offer asylum in Free Kingdoms)
- Capture for intelligence? (They know valuable information)