Drukhari Beastmaster
A handler using monsters as tactical tools.
Threat File — Drukhari Beastmaster
TR 6 · DrukhariSaves: Agility +7
Proficiencies: Animal Handling +7, Awareness +5
Senses: Sees clearly in dim light and darkness within 60 feet
Master's Lash. Beast allies within 60 feet may reroll their first failed check each round and never turn on the raid while the beastmaster lives.
Skyboard Poise. While on its skyboard the beastmaster flies, ignores terrain, and directs the hunt from above the party's reply angles. Attacks against it from creatures on the ground more than 30 feet below suffer Disadvantage.
Loose the Pack. Two beast units the beastmaster can see immediately move their full speed toward targets it designates.
Herding Strike. The beastmaster drives its beasts through a 15-foot zone within 60 feet. Creatures in the zone make a Willpower Save DC 13 or must move up to their speed out of cover and are Exposed until the end of their next turn.
Agonizing Goad. Melee Attack: +6 to hit, reach 10 ft., one target. Hit: 1d8 + 3 energy damage, and the target makes a Willpower Save DC 13 or is Pinned until the end of its next turn. Used mostly on its own beasts, to make a point.
Morale: Withdraws when the pack is spent — beasts are replaceable, but a dead beastmaster trains nothing. Its death sends surviving beasts feral, at everyone's expense.
Tactics: Run the beasts as the fight and the beastmaster as the fight's brain: flushing horrors push the party out of cover into kabalite fire lanes. The party's dilemma is target priority — the monsters at their throats or the handler above them. Killing the handler trades an organized hunt for a feral one; make that trade interesting.
Loot / Evidence / Hooks: A working skyboard, beast-goads keyed to the pack's pain implants, and cage manifests hinting at what else the coven keeps leashed.
Enemy Dossier
GM ReferenceA Drukhari Beastmaster is a handler who wields monsters as tactical tools — packs of khymerae, razorwing flocks, and worse, aimed by whistle, goad, and pain-lash. The beasts are the ammunition; the beastmaster is the gun.
Use this enemy to add monster pressure to a raid: fast horrors that flush the party from cover while the kabal shoots what runs out.
Threat Profile: Low durability personally, commands multiple beast units, skyboard mobility, flushing and herding tactics, the encounter degrades — or goes feral — when the handler dies.
Master's Lash. Beast allies within 60 feet may reroll their first failed check each round and never turn on the raid while the beastmaster lives.
Skyboard Poise. Moves with flight-grade freedom; it directs the hunt from above the party's reply angles.
Loose the Pack. Two beast units immediately move their full speed toward targets the beastmaster designates.
Herding Strike. Directs beasts to flush a zone; creatures in it save or are driven out of cover, Exposed.
Agonizing Goad. Melee lash attack, used mostly on its own beasts to make a point.
Morale: Withdraws when the pack is spent — beasts are replaceable, but a dead beastmaster trains nothing. Its death sends surviving beasts feral, at everyone's expense.
Tactics: Run the beasts as the fight and the beastmaster as the fight's brain: flushing horrors push the party out of cover into kabalite fire lanes. The party's dilemma is target priority — the monsters at their throats or the handler above them. Killing the handler trades an organized hunt for a feral one; make that trade interesting.
Full Stat Block Priority: Medium