![[Slave Master Krevak 1.png]]
## Basic Information
**Type:** Humanoid (Human)
**CR:** 7
**Role:** Tactical Commander, Slave Raid Leader
**Allegiance:** Askarian Empire
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## Combat Statistics
**Armor Class:** 18 (mithral breastplate + shield)
**Hit Points:** 120
**Speed:** 30 ft.
**STR** 16 (+3) | **DEX** 14 (+2) | **CON** 16 (+3) | **INT** 14 (+2) | **WIS** 12 (+1) | **CHA** 10 (+0)
**Saving Throws:** STR +6, CON +6
**Skills:** Intimidation +3, Perception +4, Insight +4
**Senses:** Passive Perception 14
**Languages:** Common, Askarian, Dwarvish
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## Special Abilities
### Anti-Magic Belt
- **Type:** Toggleable magical suppression device
- **Activation:** Bonus action
- **Range:** 10ft radius sphere centered on wearer
- **Effect:** Suppresses ALL magic while active
- No spellcasting of any kind within zone
- Magical items cease functioning
- Active spell effects suppressed while in zone
- Effects resume when leaving zone or belt deactivates
- **Duration:** Until deactivated (bonus action) or wearer is incapacitated
- **Limitation:** Belt must recharge for 1 minute after 10 minutes of continuous use
### Tactical Whistle
- **Action Type:** Bonus action
- **Range:** 30 feet
- **Effect:** All allied Askarian soldiers within range gain advantage on their next attack roll
- **Uses:** Unlimited
### Hostage Protocol Training
- **Trigger:** When threatened or taking significant damage
- **Action:** Reaction to grab nearest prisoner as human shield
- **Effect:** Attacks against Krevak have disadvantage, missed attacks may hit hostage (50% chance)
- **Movement:** Can move hostage with him at half speed
### Anti-Caster Training
- **Effect:** Advantage on saving throws against spells
- **Training:** Standard Askarian doctrine for fighting Free Kingdoms wizards
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## Actions
### Multiattack
Krevak makes two attacks with his enchanted scimitar.
### Enchanted Scimitar
**Melee Weapon Attack:** +8 to hit, reach 5 ft., one target
**Hit:** 1d6+4 slashing damage plus 2d6 poison damage
**Properties:** Magical weapon, ignores resistance to non-magical attacks
### Heavy Crossbow
**Ranged Weapon Attack:** +5 to hit, range 100/400 ft., one target
**Hit:** 1d10+2 piercing damage
### Anti-Magic Grenade (2 per encounter)
**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 Krevak is killed
- Grenade shatters on impact, creating a lingering alchemical field
---
## Equipment
### Standard Gear
- Mithral breastplate (AC 14 + Dex, no disadvantage on Stealth)
- Steel shield (+2 AC)
- Enchanted scimitar
- Heavy crossbow with 20 bolts
- Anti-magic belt (unique item)
- Tactical whistle (standard Askarian officer equipment)
### Alchemical Weapons
- 2 Anti-Magic Grenades
- 1 Smoke Bomb (creates 20ft radius heavily obscured area)
- 1 Healing Potion (superior, 8d4+8 HP)
### Communication
- Communication Crystal (can call for reinforcements)
- Range: 5 miles
- Message: One-way broadcast to nearest Askarian garrison
- Reinforcements arrive in 1d4+2 rounds (typically 20 soldiers)
### Documents
- Slave ledger with prisoner categorizations
- Orders from Askarian High Command
- Maps of Free Kingdoms territory
- Pricing guides for different "grades" of slaves
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## Tactics
### Opening Round
1. Blow tactical whistle (give advantage to all allies)
2. Throw anti-magic grenade at largest cluster of enemies
3. Activate anti-magic belt if enemies get within 10 feet
4. Position near hostages for potential use as shields
### Combat Priority
1. Suppress enemy spellcasters (anti-magic grenades and belt)
2. Coordinate soldier attacks using whistle
3. Call for reinforcements immediately if outmatched
4. Use hostages as leverage/shields when threatened
5. Focus on disabling high-threat targets (coordinate grenade volleys)
### If Losing
1. Grab hostage as shield
2. Call for reinforcements via crystal
3. Order soldiers to execute prisoners if enemies don't withdraw
4. Attempt to negotiate/stall for reinforcement arrival
5. Retreat if possible, destroying evidence
### Preferred Terrain
- Open ground where crossbows have range advantage
- Fortified positions with barricades
- Areas where hostages can be centrally positioned
- Clear sightlines for coordinating soldier movements
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## Personality & Motivation
### Character Traits
- Cold, calculating, views prisoners as inventory
- Professional soldier, follows Empire doctrine precisely
- Ruthless but not sadistic - slavery is business, not personal
- Values efficiency and military discipline
- Contemptuous of "soft" Free Kingdoms reliance on magic
### Motivations
- Fulfilling quota for slave raids (war preparation)
- Career advancement within Askarian military
- Proving superiority of Empire military tactics over magic
- Financial bonuses for high-quality slave acquisitions
### Speech Patterns
- Formal military terminology
- Refers to prisoners by categories ("gladiator-grade", "auction quality")
- Uses economic language ("inventory", "assets", "commodities")
- Speaks Common with slight Askarian accent
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## Lore & Background
### Role in Askarian Empire
Slave Master is a specialized officer rank in the Askarian military, responsible for:
- Leading cross-border slave raids into Free Kingdoms territory
- Categorizing and valuing captured prisoners
- Transporting slaves to Empire processing centers
- Gathering intelligence on Free Kingdoms defenses
- Testing anti-magic tactics against enemy forces
### Training
- 10+ years military service
- Specialized anti-wizard combat training
- Slave appraisal and categorization certification
- Command experience leading 20-50 soldiers
- Expert in exploiting Free Kingdoms weaknesses
### Current Mission
- Raid barbarian tribes allied with Free Kingdoms
- Capture physically exceptional individuals (strong warriors, beautiful women)
- Test effectiveness of new anti-magic grenade formulations
- Map routes for potential larger military incursions
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## Story Hooks & Complications
### If Captured
- Ledger contains valuable intelligence on Empire war preparations
- Knows locations of other raiding parties
- Will attempt to bargain with information for freedom
- Empire will seek to recover or silence him
### If Killed
- Reinforcements still arrive based on last communication
- Ledger reveals "increased raids ordered - war preparation"
- Communication crystal can be traced back to Empire garrison
- Other raiding parties will be alerted to party's capabilities
### Plot Threads
- Orders mention specific interest in capturing magic users
- References to "new alchemical weapon tests"
- Empire intelligence network knows more about party than expected
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