Syndicate Slaver
A slaver is a gnoll in scavenged plating with a coil of plasma lash on the hip and a tally slate on the belt. The syndicate moves people the way it moves any other cargo, and the slaver stands in the hold with them. The lash burns without killing, because damaged cargo is a loss on the manifest. A slaver fights to keep a line of captives moving and abandons them to get clear if the fight turns.
Black Meridian Syndicate
- Physiology
- Humanoid
- Size
- Medium
- Speed
- 35 ft.
- Armor class
- 16 (scavenged plating)
- Hit points
- 90 (12d8 + 36)
- Proficiency
- +3
- STR 17 +3 save +6
- DEX 16 +3 save +3
- CON 16 +3 save +6
- INT 11 +0 save +0
- WIS 13 +1 save +1
- CHA 14 +2 save +2
- Skills
- Athletics +6 , Intimidation +5 , Perception +4
- Passive Perception
- 14
- Senses
- darkvision 60 ft.
- Languages
- Common, Meridian Cant, Orcish
- Found in
- Black Meridian , Derelict Hull , Station Interior , The Meridian Run
Traits
-
Captive Handler
The slaver has advantage on attack rolls against a creature that is Restrained, Grappled or Prone.
-
Pack Hand
The slaver deals an extra 2d6 damage when an allied creature is within 5 feet of its target.
Actions
-
Multiattack
The slaver makes one Plasma Lash attack and one Hook attack.
-
Plasma Lash
+6 to hit · reach 15 ft.
2d6 + 3 plasma damage
A strike from a coil of contained plasma.
-
Hook
+6 to hit · reach 5 ft.
1d10 + 3 piercing damage
A stab with a boarding hook.
-
Drag Down Bonus action
DC 14 Strength save
One creature the slaver has hit with the lash this turn makes a Strength saving throw or is pulled up to 15 feet toward the slaver and knocked Prone.
-
Crack the Lash
DC 13 Wisdom save
Every creature in a 15-foot cone makes a Wisdom saving throw. On a failure it takes 3d6 plasma damage and is Frightened of the slaver until the end of its next turn.