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. |