Medium Humanoid (Any Race), Lawful Neutral
Armor Class 16 Military K&E Pads, CSS Navy Blue Coveralls, Kevlar Vest, Military Helmet
Hit Points 22 (2d8 + 2)
Speed 35 ft.
STR
12 (+1)
DEX
14 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws DEX +4, CON +4
Damage Resistances Acid
Damage Immunities Poison
Senses Passive Perception 14
Languages Any one language (usually Common)
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Fighter LVL 2

Proficiency bonus - +2

Fighting Style - Archery (Basic Training)
+2 on Ranged to hit rolls.


Mobile - Feat

You are exceptionally speedy and agile. You gain the following benefits:

  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. 

 

Actions

Assault Rifle (Custom Grip, Extendable Stock. AP Rounds)
1d8 Ballistic 9LB, 30 Round Magazine. Ranged 120 Feet, Automatic, Modifiable, two handed

3 MAGAZINES

TH = 1d20+8
DMG = 1d8+2

Pistol (Custom Sights, AP Rounds)
1d6 Ballistic 1LB, 10 Round Magazines, Ranged 60 Feet, Modifiable, Concealable.

TH = 1d20+6
DMG = 1d6+2

4 MAGAZINES

Suppression
As a action you can expend 25 rounds or all your magazine to fire a spray of bullets in front of you in a cone, making anything in it to need to make a Dexterity saving throw with a DC of 10 plus your Dexterity and take 3d6 Ballistic damage if it succeeds it takes half damage. 1st: Fired at or move into it. Take 3d6 damage 2nd: end turn in a suppressed area. Take 3d6 damage. STACKS.

Arnold Police Baton (USUALLY NON-LETHAL)

1d4 Bludgeoning 2LB, Sturdy, Grappler. (1d8 on a grappled enemy)
When your attack hits you can use your bonus action to either grapple or prone your enemy in contested strength or dexterity checks.

TH = 1d20+3
DMG = 1d4+1

KA-BAR USMC Utility Knife 
1d6 Piercing or Slashing 1LB, Concealable, Finesse, Basic, light, Accurate.

TH = 1d20+4
DMG = 1d6+2

Hard Knuckle Gloves
1d6 Piercing 0.5LB, Concealable, Light, Basic, Accurate.

TH = 1d20+3
DMG = 1d6+1

 
Bonus Actions

The Will to Live
You have a limited well of courage that you can draw on to fuel you with adrenaline.
On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

In the Zone

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

 

Two Weapon Fighting:
When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.

Grenade out! (Ability Use 3)
When it is your turn, you can take a bonus action to throw a either a explosive grenade or a flashbang. You throw the object around double your movement speed.

Flashbang ( 20 foot sphere dc 15 con save or be blinded till next turn.) 

Frag Grenade (20 foot sphere dc 14 dex save and take 3d6 ballistic damage on a failed save or half on a successful save.)

If any allies are in the way, your soldier will call "GRENADE OUT!" giving any adjacent ally advantage on their dexterity save.

CSS Basic First Aid (Ability Use 3)
The unit can take a bonus action to aid either themself, or an adjacent willing individual.

If they use a bonus action, the target receives 2d4+4 hp.

If they use a full action, target recovers a full 12hp.

Adrenaline Shot (Ability Use 1)
The unit can take a bonus action to aid either themself, or an adjacent willing individual.

Using a bonus action, the target receives a full 20 hp.


Reactions

Equipment:

Gas Mask (Grants immunity to air born toxins. Requires filters (2/2).)
Has 2 Spares

Backpacks/duffel bag (Storage, carries your stuff easier.)

Utility Belt (Grants another object interaction on your turns to hook something onto or off your belt. Comes with a Holster)

Headlamp (20 foot cone of dim light in front of you without holding a light)

Harness (Advantage and plus 2 when climbing or lowering down ropes)

CSS Navy Blue Coveralls (Resistance to Acid)

Description

A slightly trained CSS Assault Infantry, namely a Warden. They haven't finished their Basic Training. This either happened due to limited resources, or time. Perhaps they were attacked in their training camp, whatever the case they still have yet to finish it, and it will be a priority.

They can get experience in combat, and no longer need to train.

Previous Versions

Name Date Modified Views Adds Version Actions
8/28/2025 3:02:36 PM
3
0
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Coming Soon
8/28/2025 3:02:45 PM
8
1
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Coming Soon

Monster Tags: NPC

Habitat: CoastalDesertForestGrasslandHillMountainUrban

ErwinFeilhaber

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