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Imperial Infantry

Medium humanoid, lawful neutral

Criminals and low earners in the Saraz Imperium can make an income in the Imperial infantry

Armor Class 18 (Chain mail)
Hit Points 16 (3d8+3)
Speed 30 ft.
STR
14
(+2)
DEX
12
(+1)
CON
12
(+1)
INT
13
(+1)
WIS
8
(-1)
CHA
8
(-1)
Saving Throws Str +4, Int +3
Skills Athletics +4, Arcana +3
Senses passive Perception 10
Languages Common
Challenge 1 (200 XP)

Spellcasting. The Imperial Infantry is a 1-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It casts Spells from the Wizard spell list

Cantrips (at will): fire bolt, light, mage hand

1st level (2 slots): Mage Armor, Shield

Formation Tactics. The soldier has advantage on saving throws against being charmed, frightened, grappled, or restrained while it is within 5 feet of at least one ally.

Actions

Weapon Attack. Melee or Ranged Attack Roll: +4 to hit, one target. Hit: 3 (1d6) bludgeoning damage. Versatile 4 (1d8) bludgeoning damage

Irulian Bolt. Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage.

Reactions

Shield. Trigger: The soldier is hit by an attack. Response: The soldier casts Shield and gains a +5 bonus to AC, including against the triggering attack, until the start of its next turn.