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Slaver

Medium humanoid (any race), any evil
Armor Class 16
Hit Points 97 ( 17d8+30 )
Speed 30ft

STR
10 0
DEX
18 +4
CON
14 +2
INT
8 -1
WIS
10 0
CHA
15 +2

Saving Throws Con +4, Wis +4
Skills Perception +6
Senses passive Perception 16
Languages any one language (usually Common)
Challenge 8 (3,900 XP)

The Slaver's Spellcasting Ability is Dexterity. Spellcasting mod of 8 and Spell Save DC of 16.


Sadistic A██████. The Slaver has advantage on saving throws against being frightened or intimidated.   Equestradon. the Arch-Slaver can summon its mount(assuming it can hear the Arch-Slaver). The Arch-Slaver gains +30 move speed while mounted.   Lacerating. When the slaver deals 6 or more damage with the razor whip, the target makes a con save, gaining 1 level of exhaustion on a fail. DC of 10 + 1/2 damage dealt.


Actions

Multiattack. The Slaver makes two melee attacks.   Razor whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 1d6+4 slashing damage.  

Weapon Art

Mortal Leverage. Melee Weapon Art: +8 hit, reach 10ft., one target. hit: Target creature is Restrained and takes 2d4+4 Force damage per turn for as long as it is restrained.
the slaver can continue to restrain the target creature for 3 turns. At the start of its turn, it can make a str save to escape. DC is what was rolled to hit.   Fire Breath(Recharge 5-6). The slaver exhales a jet of flame. Each creature in a 30x5ft line must make a dexterity saving throw with a DC of 16, or take 4d6 fire damage on a failed save, and half as much damage on a successful one.   Enslavement(6 per long rest). As an Action, the slaver summons a bomb collar in its empty hand. The bomb collar disappears after the spell ends if it is not being worn. It can be fitted to a Medium(or smaller) creature’s neck as a Long Action. the slaver must succeed a DC 15 Dexterity saving throw if the target is not willing and able to resist.
  • The slaver can detonate the bomb collar as an action, as long as the wearer is within 180ft.
  • When the collar detonates, the wearer takes 6d6 force damage.
  • If the slaver dies, all Bomb collars created by them deactivate without detonating and unlock.   Hold Person(3 per long rest). As an action, the Slaver chooses a humanoid it can see within 60ft. The target must succeed on a DC 16 Wisdom saving throw or be paralyzed for up to 1 minute, the spell can be ended early if the Slaver loses Concentration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.   Master's Command. As an action, the Slaver can attempt to command a slave it can see within 40ft. The slave must make a DC 16 Wisdom saving throw or do as the slaver commands.
    The slave auto-fails if it is wearing a bomb collar.
    They roll with disadvantage if they wore a bomb collar within the past 3 days.


     

    Drops Slavers Ring, Binding of Wrath or , 2 Potion of Fire breath, and 200 to 400 gp.


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