Gladstone Soldier

Each soldier may fight with one of the improvised weapons listed below.

Less powerful attacks:

Improvised Club (Hammer, Pipe). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d4) bludgeoning damage.

Key Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d4) piercing damage.

Pot or Pan. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d4) bludgeoning damage.

Bottle. Melee or Ranged Weapon Attack: + 2 to hit, reach 5 ft. (30/120), one target. Hit: 3 (1d4) bludgeoning damage plus 3 (1d4) slashing damage.

Maul. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage.

Sack of Rocks or Coins. Melee or Ranged Weapon Attack: + 2 to hit, reach 5 ft. (30/120), one target. Hit: 3 (1d4) bludgeoning damage

More powerful attacks:

Padlock Flail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.

Fire Poker. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) piercing damage.

Sickle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) slashing damage.

Medium humanoid (any race), any alignment
Armor Class: 15 (studded leather)
Hit Points: 55 (10d8 + 10)
Speed: 30 ft.
STR 11
DEX 16
CON 12
INT 10
WIS 11
CHA 14
Saving Throws WIS +2
Skills Stealth + 5, Perception + 2, Survival + 2
Condition Immunities fear
Senses passive Perception 12
Languages Ferellan
Challenge Rating 1-2 (200-450 xp.)
Spellcasting. The soldier is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, + 4 to hit with spell attacks). The soldier has the following spells prepared:
Cantrips (at will): resistance, spare the dying, true strike
1st level (2 slots): command, false life, heroism, longstrider
2nd level (1 slots): aid, find traps
Actions

Multiattack. The soldier makes two improvised weapon attacks. If it is using an improvised club, key claws, bottle, pot, pan, or sickle, it can also make a handful of dirt attack before or after using its improvised weapon.

Improvised Weapon. The soldier uses the attack of their choice, detailed above.

Handful of Dirt. Melee or Ranged Weapon Attack: + 5 to hit, reach 5 ft. (20/60), one target. Hit: 4 damage. On a hit the target must make a DC 13 Constitution saving throw or be blinded until they use an action to clear the dirt from their eyes.

Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 9 (1d10 + 3) piercing damage.