Drel Kett
Drel Kett treats stolen goods as a ledger of favors and leverage. He has made the old command room into a counting hall where each item is assessed, divided, and assigned a buyer. The demon-scorched charm is an exception: its faint pulse has made his crew uneasy, but Drel refuses to leave it behind.
Drel Kett
Combat
AC 15 · HP 45 · CR 2 (450 XP)Drel Kett
Actions
Reactions
- Role
- Outlaw captain and mobile skirmisher
- Built for
- A party of four 2nd-level characters; encounter difficulty depends on the number and strength of Drel's allies.
Gear
- Scimitar (Weapon, 25 gp)A well-kept curved blade, carried at his side.
- Light crossbow (Weapon, 25 gp)A compact crossbow, usually kept within reach of the counting table.
- Crossbow bolts (Ammunition, 1 gp)Bolts in a leather case.
- Studded leather (Armor, 45 gp)Studded leather armor worn beneath his coat.
Notes for the game master
Tactics
Opening
Drel starts behind the guarded table, calls for his crew to block the nearest approach, and opens with crossbow fire against an exposed threat.
Mid-fight
He alternates scimitar and crossbow attacks as positioning allows, using the counting table and cleared floor to keep room for movement.
End of the fight
If cornered, Drel uses Cut Them Off to help an ally escape or to break past a frontline defender, then fights toward a door or passage.
Retreat
Drel retreats if reduced to 12 hit points or fewer and no ally can cover him. If offered a credible escape or a chance to keep his crew alive, he may bargain.
How it fights
Who it attacks first
Works well with
How to beat it
Ways to avoid a fight
Ecology
A compact, hard-eyed human in a soot-dark leather coat, Drel Kett wears his captain's brass buttons on a cord rather than on his clothes. A thin scar cuts through one eyebrow. He keeps his gloves on even indoors, and watches the counting hall as if every object in it might be an informant.
Behavior
Controlled and calculating, Drel prefers to make others take the first risk. He is protective of his reputation and his stolen goods, but not foolishly loyal to either.
How it lives
Drel's crew survives on theft, protection rackets, and the sale of stolen relics. Sootwatch Tower offers a defensible base and a place to sort, value, and hide their acquisitions.
Lair
Sootwatch Tower's old command room has been cleared of broken furniture and arranged as a private counting hall. A blackened map of the region hangs over a guarded table laden with stolen magic items. The demon-scorched charm pulses faintly among them.
- Habitat
- Dungeon, especially fortified ruins and occupied watchtowers.
Signs that it is near
Tags
Lore
Drel Kett treats stolen goods as a ledger of favors and leverage. He has made the old command room into a counting hall where each item is assessed, divided, and assigned a buyer. The demon-scorched charm is an exception: its faint pulse has made his crew uneasy, but Drel refuses to leave it behind.
What drives it
Keep control of his crew, turn the stolen goods into influence and coin, and learn whether the charm is valuable or dangerous before anyone else decides for him.
After the fight
If defeated, Drel's remaining crew may scatter, surrender, or try to bargain for a share of the stolen goods. The demon-scorched charm continues to pulse, and its significance can become clear through later investigation.
“He has made the old command room into a counting hall where each item is assessed, divided, and assigned a buyer.”
Variants
Hooks
Plot hooks
How to use it
Treasure
Media
0 imagesNo images yet.
Turn Drel Kett into a sheet
A high-res, share-ready sheet you can post or print.