Slaver Lord
Small or Medium • Humanoid • Evil
Armor Class 15
Hit Points 157 (21d8 + 63)
Speed 30 ft.
Initiative +7 (17)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 16 (+3) | 17 (+3) | 13 (+1) | 15 (+2) | 17 (+3) |
Saving Throws Str +8, Dex +7
Skills Athletics +8, Intimidation +11, Perception +6
Gear chain, studded leather
Senses passive Perception 16
Languages Common plus one other language
CR 9 (XP 5,000 or 7,200 in lair; PB +4)

Legendary Resistance (1/Day, or 2/Day in Lair). If the slaver lord fails a saving throw, it can choose to succeed instead.
Steel Grip. Other creatures have disadvantage to escape the slaver lord’s grapple.
Taskmaster. While in a 30-foot emanation originating from the slaver lord, allied Humanoids have can’t be charmed or frightened by creatures other than the slaver lord.
ACTIONS
Multiattack. The slaver lord makes two attacks, using Chain-Wrapped Punch or Chain Swing in any combination. It can replace one of these attacks with a Chain Pull.
Chain-Wrapped Punch. Melee Weapon Attack: +8, reach 5 ft. Hit: 13 (2d8 + 4) bludgeoning damage.
Chain Swing. Melee Weapon Attack: +8, reach 15 ft. Hit: 9 (2d4 + 4) bludgeoning damage, and the target is grappled (escape DC 16). While grappled, the target is restrained. The slaver lord can only grapple one creature this way.
Chain Pull. Strength Saving Throw: DC 16, one creature grappled by the slaver lord. Failure: 7 (1d6 + 4) bludgeoning damage, and the target is pulled up to 10 feet toward the slaver lord. Success: Half damage.
BONUS ACTIONS
Frighten the Meek. Wisdom Saving Throw: DC 15, one creature the slave lord can see within 30 feet. Failure: The target becomes frightened until the start of the slaver lord's next turn. Success: The target is immune to this ability for 24 hours.
REACTIONS
Meat Shield. Trigger: The slaver lord is targeted by an attack and has a creature grappled by it within 5 feet of it. Response: The grappled creature becomes the target of the attack instead.
LEGENDARY ACTIONS
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the slaver lord can expend a use to take one of the following actions. The slaver lord regains all expended uses at the start of each of its turns.
Chain Swirl. Dexterity Saving Throw: DC 16, each creature in a 15-foot emanation originating from the slaver lord. Failure: 9 (2d4 + 4) bludgeoning damage. Success: Half damage. Failure or Success: The slaver lord can't take this action again until the start of its next turn.
Pummel. The slaver lord makes one Chain-Wrapped Punch.
Spur To Action. The slaver lord commands an allied creature within 60 feet that can see or hear it. The target uses its reaction to move up to its speed or make one attack against a target of the slaver lord's choice.
Slaver Lord
Small or Medium • Humanoid • Evil
Armor Class 14
Hit Points 117 (18d8 + 36)
Speed 30 ft.
Initiative +5 (15)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 14 (+2) | 15 (+2) | 11 (+0) | 13 (+1) | 15 (+2) |
Saving Throws Str +6, Dex +5
Skills Athletics +6, Intimidation +8, Perception +4
Gear chain, studded leather
Senses passive Perception 14
Languages Common plus one other language
CR 6 (XP 2,300 or 2,900 in lair; PB +3)

Legendary Resistance (1/Day, or 2/Day in Lair). If the slaver lord fails a saving throw, it can choose to succeed instead.
Steel Grip. Other creatures have disadvantage to escape the slaver lord’s grapple.
Taskmaster. While in a 20-foot emanation originating from the slaver lord, allied Humanoids have can’t be charmed or frightened by creatures other than the slaver lord.
ACTIONS
Multiattack. The slaver lord makes two attacks, using Chain-Wrapped Punch or Chain Swing in any combination. It can replace one of these attacks with a Chain Pull.
Chain-Wrapped Punch. Melee Weapon Attack: +6, reach 5 ft. Hit: 7 (1d8 + 3) bludgeoning damage.
Chain Swing. Melee Weapon Attack: +6, reach 15 ft. Hit: 5 (1d4 + 3) bludgeoning damage, and the target is grappled (escape DC 14). While grappled, the target is restrained. The slaver lord can only grapple one creature this way.
Chain Pull. Strength Saving Throw: DC 14, one creature grappled by the slaver lord. Failure: 5 (1d4 + 3) bludgeoning damage, and the target is pulled up to 10 feet toward the slaver lord. Success: Half damage.
BONUS ACTIONS
Frighten the Meek. Wisdom Saving Throw: DC 13, one creature the slave lord can see within 30 feet. Failure: The target becomes frightened until the start of the slaver lord's next turn. Success: The target is immune to this ability for 24 hours.
REACTIONS
Meat Shield. Trigger: The slaver lord is targeted by an attack and has a creature grappled by it within 5 feet of it. Response: The grappled creature becomes the target of the attack instead.
LEGENDARY ACTIONS
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the slaver lord can expend a use to take one of the following actions. The slaver lord regains all expended uses at the start of each of its turns.
Chain Swirl. Dexterity Saving Throw: DC 14, each creature in a 15-foot emanation originating from the slaver lord. Failure: 5 (1d4 + 3) bludgeoning damage. Success: Half damage. Failure or Success: The slaver lord can't take this action again until the start of its next turn.
Pummel. The slaver lord makes one Chain-Wrapped Punch.
Spur To Action. The slaver lord commands an allied creature within 60 feet that can see or hear it. The target uses its reaction to move up to its speed or make one attack against a target of the slaver lord's choice.
Slaver Lord
Small or Medium • Humanoid • Evil
Armor Class 17
Hit Points 204 (24d8 + 96)
Speed 30 ft.
Initiative +8 (18)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 18 (+4) | 19 (+4) | 15 (+2) | 17 (+3) | 19 (+4) |
Saving Throws Str +9, Dex +8
Skills Athletics +9, Intimidation +12, Perception +7
Gear chain, studded leather
Senses passive Perception 17
Languages Common plus one other language
CR 12 (XP 8,400 or 10,000 in lair; PB +4)

Legendary Resistance (2/Day, or 3/Day in Lair). If the slaver lord fails a saving throw, it can choose to succeed instead.
Steel Grip. Other creatures have disadvantage to escape the slaver lord’s grapple.
Taskmaster. While in a 30-foot emanation originating from the slaver lord, allied Humanoids have can’t be charmed or frightened by creatures other than the slaver lord.
ACTIONS
Multiattack. The slaver lord makes two attacks, using Chain-Wrapped Punch or Chain Swing in any combination. It can replace one of these attacks with a Chain Pull.
Chain-Wrapped Punch. Melee Weapon Attack: +8, reach 5 ft. Hit: 16 (2d10 + 5) bludgeoning damage.
Chain Swing. Melee Weapon Attack: +8, reach 15 ft. Hit: 12 (2d6 + 5) bludgeoning damage, and the target is grappled (escape DC 17). While grappled, the target is restrained. The slaver lord can only grapple one creature this way.
Chain Pull. Strength Saving Throw: DC 17, one creature grappled by the slaver lord. Failure: 9 (1d8 + 5) bludgeoning damage, and the target is pulled up to 10 feet toward the slaver lord. Success: Half damage.
BONUS ACTIONS
Frighten the Meek. Wisdom Saving Throw: DC 16, one creature the slave lord can see within 30 feet. Failure: The target becomes frightened until the start of the slaver lord's next turn. Success: The target is immune to this ability for 24 hours.
REACTIONS
Meat Shield. Trigger: The slaver lord is targeted by an attack and has a creature grappled by it within 5 feet of it. Response: The grappled creature becomes the target of the attack instead.
LEGENDARY ACTIONS
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the slaver lord can expend a use to take one of the following actions. The slaver lord regains all expended uses at the start of each of its turns.
Chain Swirl. Dexterity Saving Throw: DC 17, each creature in a 15-foot emanation originating from the slaver lord. Failure: 14 (4d6) bludgeoning damage. Success: Half damage. Failure or Success: The slaver lord can't take this action again until the start of its next turn.
Pummel. The slaver lord makes one Chain-Wrapped Punch.
Spur To Action. The slaver lord commands an allied creature within 60 feet that can see or hear it. The target uses its reaction to move up to its speed or make one attack against a target of the slaver lord's choice.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
