![[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)