![[Slave Master Krevak 1.png]] ## Basic Information **Type:** Humanoid (Human) **CR:** 7 **Role:** Tactical Commander, Slave Raid Leader **Allegiance:** Askarian Empire --- ## 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 --- ## 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 --- ## 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 --- ## 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 --- ## 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 --- ## 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 --- ## 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 ---