Azruk Sablehand
Azruk Sablehand earned his name from the glove of dark shards he wears on his left hand. He claims the fragments came from a fallen star, though his crew suspects they were cut from an old glassworks. He studies convoy schedules and uses controlled ambushes to take cargo with as little bloodshed as possible.
Azruk Sablehand
Combat
AC 15 · HP 85 · CR 4Azruk Sablehand
Actions
Reactions
- Role
- Controller
- Built for
- A party of four 4th-level characters; adjust supporting raiders and convoy hazards to suit party size and experience.
Gear
- Shard-edged scimitar (Weapon, 25 gp)A balanced curved blade with a hooked point and black-glass shards embedded along its spine.
- Studded leather and wraps (Armor, 45 gp)Reinforced leather armor beneath layered desert wraps.
- Route pouch (Gear, 5 gp)A pouch containing convoy tallies, a brass route marker, and a few polished shards.
Notes for the game master
Tactics
Opening
Azruk begins from cover, preferably on a dune shoulder or ruined waystation. He uses Sablehand's Command to make an ally reposition or strike, then opens with Sand Snare against a driver, scout, or front-line defender.
Mid-fight
Use Sand Snare to halt a fast defender or pin a convoy driver, then move to threaten another target. Save Shard-Driven Sand Burst for clustered characters or a moment when its speed reduction will keep someone from reaching a wagon.
End of the fight
If reduced below 25 hit points, Azruk uses Sand Snare to pin the most dangerous pursuer, then retreats toward cover or a prepared escape route. He may surrender if escape is impossible and the convoy's cargo can still be bargained over.
Retreat
Azruk fights to control the convoy, not to die for it. He retreats when outnumbered, badly wounded, or separated from his crew, but tries to leave a snare or sand burst between himself and pursuers.
How it fights
Who it attacks first
Works well with
How to beat it
Ways to avoid a fight
Ecology
A lean desert raider in layered ochre wraps and a lacquered half-mask. His left hand is sheathed in a glove of black glass shards that orbit his fingers like a slow, glittering storm. His scimitar has a hooked tip and a grip wrapped in faded convoy manifests.
Behavior
Measured and taunting, Azruk treats the battle as a negotiation conducted at swordpoint. He prioritizes controlling routes, drivers, and cargo over killing opponents, and gives short, precise orders to anyone under his command.
How it lives
Azruk relies on a small, mobile crew and favors routes where loose sand, broken ground, or abandoned structures offer concealment. He avoids prolonged sieges and carries enough water and supplies for quick raids.
Lair
Azruk's temporary camp is usually hidden near a dry wash or abandoned roadside structure. It features concealed tie-downs, covered water jars, and several lines of black glass shards that mark safe paths for his crew.
- Habitat
- Arid trade roads, dry canyons, wind-scoured ruins, and desert caravan routes.
Signs that it is near
Tags
Lore
Azruk Sablehand earned his name from the glove of dark shards he wears on his left hand. He claims the fragments came from a fallen star, though his crew suspects they were cut from an old glassworks. He studies convoy schedules and uses controlled ambushes to take cargo with as little bloodshed as possible.
What drives it
Azruk wants valuable cargo, leverage over local trade, and a reputation that makes merchants pay before their wagons reach his territory.
After the fight
If defeated, Azruk's shard-studded scimitar sinks point-first into the sand, leaving a trail of dark glass toward his hidden cache. His surviving crew may bargain, scatter, or seek revenge, depending on how the convoy was treated.
“He claims the fragments came from a fallen star, though his crew suspects they were cut from an old glassworks.”
Variants
Hooks
Plot hooks
How to use it
Treasure
Media
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