Korrag Ashfist

Level 6 Human Fighter (Battle Master) (Battle Master)

Available with DM subscription
STR
18 (+4)
DEX
13 (+1)
CON
15 (+2)
INT
8 (-1)
WIS
13 (+1)
CHA
10

Defense

Armor Class 17 (Chain mail + Defense fighting style)
Hit Points 52 (6d10 + 12 (Constitution) + 12 (Tough feat) +2)
Speed 30 ft.

Proficiencies & Skills

Saving Throws strength, constitution
Skills Survival +4, Athletics +7, Perception +4, Intimidation +3

Features

Healer-Hunter

Custom (Villain Trait) Level 1
Tactical directive

If Korrag can identify the party's healer (Insight DC 12, or automatically after one round of observation), he targets them exclusively, ignoring opportunity attack penalties to reach them.

Know Your Enemy

Fighter (Battle Master) Level 7

Granted at level 7 in standard progression; the module grants it early as a narrative ability: after one round of observation, Korrag can identify the party's healer and weakest combatant.

Devotion of the Ash

Custom (Villain Trait) Level 1

Korrag cannot be turned, charmed, or persuaded while Vessaria lives, and he has advantage on saves against being Frightened while she is within 60 feet.

Fire-Scarred Hide

Custom (Villain Trait) Level 1

Korrag's body is a map of burn scars from the Glass Flats. He has resistance to fire damage and advantage on saving throws against extreme heat.

Combat Maneuvers

Fighter (Battle Master) Level 3
Expends Superiority Dice

Trip Attack (knock prone, STR save DC 14), Menacing Attack (frighten, WIS save DC 14), Disarming Attack (drop weapon, DEX save DC 14).

Tactical Mind

Fighter (Battle Master) Level 2

When Korrag fails an ability check, he can expend one Superiority Die, add it to the roll, and use the new result.

Martial Archetype: Battle Master

Fighter (Subclass) Level 3

Korrag's mercenary decades taught him to read a battlefield like a ledger.

Tough (Feat)

Level 6 Feat Level 6

Korrag's hit point maximum increases by 12 (2 per level).

Extra Attack

Fighter (Class) Level 5

Korrag attacks twice when he takes the Attack action.

Action Surge

Fighter (Class) Level 2
One additional action; once per Short/Long Rest

Push beyond normal limits for one decisive moment.

Second Wind

Fighter (Class) Level 1
Bonus action; heal 1d10 + 6 HP; once per Short/Long Rest

Recover hit points with a veteran's grit.

Superiority Dice (4d10)

Fighter (Battle Master) Level 3
Fuel for maneuvers; recovered on Short/Long Rest

Four d10s power his combat maneuvers.

Fighting Style: Defense

Fighter (Class) Level 1

+1 AC while wearing armor.

Behind the character

Character Information

Korrag Ashfist is the Ashbound's fist: a broad, fire-scarred human in ash-wrapped chain mail who speaks rarely, obeys instantly, and kills without ceremony. His bald head and forearms are crossed with burn keloids from a Glass Flats ambush that should have ended him—instead it ended the man he was and began the one Vessaria found half-buried in a sandstorm six years ago. She told him his scars were the Hollow Sun's handwriting.

He has never believed a word of her theology, and he has never doubted a word of her. That distinction is the whole of him: he does not worship the Hollow Sun; he worships the woman who gave his ruined life a shape.

Blunt, loyal, brutal, and perceptive, Korrag is the cult's operational spine. He trains the zealots, rations the fire flasks, runs the Ash Orchard dig, and vets every convert for false faith—the only cultist who never takes the party's deceptions at face value and demands hard proof before he moves. In battle he is methodical and merciless: he holds chokepoints, detonates the orchard's glass fruit over his enemies, and always, always hunts the healer first, because he learned long ago that armies die from the surgeon outward. He fights to the death as a matter of identity; surrender would mean the burning man in the sand was right to be abandoned.

His tragedy is that he is perceptive enough to see the cracks in the scriptures and loyal enough to bury them. He keeps his doubts in a ledger, next to his debts, and waits for Vessaria to be right. If she is ever proven wrong, Korrag Ashfist will not break—he will burn, one way or another, as the cult's last true believer.

Before the adventure

Character Background

Korrag was born in the frontier hill-country east of Dunharrows Gate, the third son of a goat-herder who sold him at fourteen to a mercenary company called the Broken Spear because three sons could not eat. The company made him a soldier the way a river makes stones: by grinding off everything soft. For twenty years he fought in border wars, escort jobs, and caravan contracts across the frontier, developing a reputation as a man who held walls that should have fallen and never once broke a contract. He kept a ledger of every debt—wages owed, wages paid, lives saved, lives taken—because a mercenary's word was his only capital and Korrag intended his to be solvent.

The ledger's one open page dates from twelve years ago: a caravan crossing the Glass Flats, paid to escort salt-merchants to a frontier market. Korrag took the rear-guard. Bandits—or something worse, wearing bandit rags—hit the column at dusk with fire flasks and glass-shear traps, and the caravan master gave the order to ride on, leaving Korrag's squad burning in the glass. Korrag remembers three things from that night: Sela Brant's voice carrying the order to ride, the sound of his own skin, and the strange mercy of the desert cold that came at midnight and froze the wounds shut.

He crawled twenty miles on his elbows. The Broken Spear crossed him off their rolls as dead. The caravan master never paid the death-benefit, and the debt has never been settled.

For six years afterward Korrag drifted—bodyguard work, pit fighting, a season guarding diggers in the Glasswaste's edge. He drank, he fought, he healed crooked, and he stopped believing his life would ever be worth its ledger. Then came the sandstorm. He was half-dead of thirst, three days lost, when a tall woman in ash-wrapped robes walked out of the blowing dust without a scarf, without a waterskin, without hurry, and stood over him. Vessaria Ashbound looked at his scars—every mercenary he'd ever met had looked at his scars with pity or calculation—and said: 'The Sun wrote on you. Come and read.' He has followed her since.

He learned quickly that the cult's scriptures contradicted themselves in places, and that Vessaria's certainty papered over them. A more theological man might have investigated. Korrag instead doubled his discipline: he trained the zealots, rationed the fire flasks, ran the Ash Orchard dig, and began quietly vetting every convert who joined after Dryfall, because faith that arrives late is the kind that runs. He distrusts Marchant's conversion completely—an old initiate who fled and came crawling back is, in Korrag's ledger, a debt still open. He has not yet decided whether to report the man, ruin him, or kill him, and the not-deciding gnaws at him.

Every atrocity he commits is an act of devotion. When he fired the lower terraces at Last Root, he did it because Vessaria asked; when he detonates the orchard's glass fruit over intruders, it is a hymn. He does not expect the new world to make sense. He expects to be standing in front of it, between Vessaria and whatever comes, and that is the only prayer he knows. If she is ever redeemed—if the party proves the scriptures false and she kneels—Korrag will not follow her into mercy.

He will lead the diehards who fight on, because a worshipper cannot survive his god's repentance. And if she dies first, the ledger closes with a single line: paid in full, in ash.

Threads to follow

Unresolved Plots

  • The unpaid caravan debt: the caravan master who abandoned Korrag is still alive somewhere on the frontier, and Korrag's Scar Ledger names him—party members who find the ledger can race Korrag to the man, or use his location to bait Korrag into an ambush.
  • The buried mural fragment: Korrag found evidence that the Hollow Sun is mad, not divine, and hid it rather than face the truth. Its location—buried beneath the Ash Orchard dig pit—is a secret the party can excavate, and it is corroborating evidence for turning Vessaria.
  • The list of false converts: Korrag's vetting file names a dozen cultists whose faith is performance, including Marchant. If the party steals it, they gain a network of potential double agents inside the cult for Act Three.
  • Cindra's doubt: Sister Cindra has begun asking Korrag questions he cannot answer about the scriptures. Whether he silences her, protects her, or loses her to the party's arguments is an unresolved thread that can erupt at any cult encounter.
  • The mercenary company's reckoning: Korrag's old company, the Broken Spear, has sent an old comrade to collect him for desertion with company property—his greataxe and his scars. This collector is a neutral party who will sell Korrag's whereabouts to whoever pays.

Beneath the surface

Secrets

  • Korrag does not believe in the Hollow Sun at all. He worships Vessaria, and every atrocity is a love letter he cannot speak aloud. If the party ever demonstrates this to Vessaria, it shatters them both.
  • He keeps the Scar Ledger—a book of debts, names, and one unburned page from a Keeper's scripture he could not bring himself to destroy.
  • Korrag knows the cult's scriptures contain contradictions he has never reported. His silence is not loyalty; it is the fear that if the scriptures are false, the six years since the sandstorm were wasted on nothing.

What haunts them

Fears

  • That Vessaria will one day look at him the way she looks at the converts she pities—seen through, not seen.
  • Fire. He is fire-scarred, fire-resistant, and fire-flask-wielding, and he dreams of burning every night. He fights fire with fire because nothing else quiets the dream.
  • That the caravan master was right to ride on—that Korrag was never worth saving, and everything since is a man proving his own life had a price.

What drives them

Aspirations

  • To die standing between Vessaria and a blade, so that his scars finally mean something.
  • To be the last thing the Keepers' false seal sees before it cracks—to be the fist that ends three hundred years of imprisonment.
  • To pay every debt in the Scar Ledger before the new world's birth, so he enters it owing nothing to anyone.

Personal quest · 1

The Scar Ledger

Korrag keeps a tally of every debt he owes and is owed from his mercenary days. One name remains unpaid: a caravan master who left him burning in a Glass Flats ambush. He wants the man's head before the cult's work is done.

Current Stage

Learn the caravan master's whereabouts from caravanserai contacts at Dunharrows Gate or Last Root.

Choice
Track the caravan master himself
Korrag detaches two zealots and hunts the man personally.
Alternative
Send zealots instead
The hunt fails; the caravan master reaches Last Root and can warn the party of Korrag's tactics.
Mechanical Rewards
  • +1 Greataxe (Debt-Paid Blade)
  • 50 gp
  • Leverage for the party: knowledge of Korrag's past
Narrative Rewards
  • Korrag's obsession resolved; he becomes calmer, crueler, and harder to provoke into mistakes (+1 to his initiative permanently)

Personal quest · 2

The Orchard's Root-Hollow

Korrag suspects the Seed of the First Tree is more than a key. A dying Keeper's words at the dig site—'the sun's heat is the engine'—haunt him. He secretly doubts Vessaria's scriptures, and buries the doubt under doubled brutality.

Current Stage

Interrogate captured Keepers and dig deeper than Vessaria ordered.

Choice
Pursue the truth
Korrag finds a mural fragment suggesting the Hollow Sun is mad, not divine.
Alternative
Burn the evidence
Korrag destroys the mural fragment to protect his faith in Vessaria.
Mechanical Rewards
  • Korrag's interrogation notes (evidence for the finale)
  • A map of the cult's Glass Flats camp
Narrative Rewards
  • The party learns Korrag doubts the cult—a crack in the Ashbound's armor

Personal quest · 3

The Last True Believer

Korrag distrusts Marchant's conversion utterly and has begun quietly vetting every cultist who joined after Dryfall. He intends to present Vessaria with a list of 'false converts'—and Marchant's name tops it.

Current Stage

Gather proof of Marchant's wavering loyalty.

Choice
Report to Vessaria
Vessaria, trusting Korrag, places Marchant under watch—accelerating Marchant's desperation and his Act Three betrayal.
Alternative
Kill Marchant quietly
Marchant dies before the ziggurat; Vessaria loses the keys' courier but gains a martyr's story.
Alternative
Blackmail Marchant
Korrag owns Marchant, extracting the expedition's route and the party's tactics.
Mechanical Rewards
  • Cult intelligence on the party
  • Marchant's ciphered journal pages (if blackmailed)
Narrative Rewards
  • Korrag's position as Vessaria's unquestioned enforcer is cemented

Major Decision

Context

Act Two, the Ash Orchard: the party breaches the dig. Korrag holds the root-hollow with six zealots.

Choice Made
Korrag may detonate the glass fruit canopy (hurling fire flasks into the branches) to blanket the orchard in 1d6 fire bursts, or hold the fruit intact to preserve the dig's 'harvest' for Vessaria.
Impact

Detonating the fruit deals area fire damage to the party each round but destroys the glass-fruit treasure and risks igniting the Seed chamber. Holding it preserves treasure (200 gp of glass-fruit gemstones and 3 vials of alchemist's fire on his body) but costs him the zealots' picket line, letting the party isolate him. Either choice permanently changes the encounter's treasure parcel and terrain.

Major Decision

Context

Act Two climax, the Defense of Last Root: Vessaria withdraws at half strength. Korrag's orders are to follow.

Choice Made
Korrag can obey and withdraw with the final wave, or defy her for the first time in his life and fight to the death at the spring.
Impact

If he withdraws, he survives to Act Three and guards Marchant at the Seed chamber (harder Seed chamber fight, +1 veteran combatant). If he stays and dies, the party gains his Debt-Paid Blade and interrogation notes, but the cult's raid claims more civilian lives as his zealots fight unshackled. His defiance, if he survives it, earns Vessaria's absolute trust and a permanent +2 hit points per Hit Die (Vessaria's ash-rite blessing).

Major Decision

Context

Act Three, the Heart of Dust: if Vessaria is talked down, half her zealots stand down. Korrag does not.

Choice Made
Korrag can lead the diehard remnant in a final charge against the party and the turned Vessaria, or—only if the party presents hard proof (the mural fragment, the Abbot's testimony) AND Vessaria herself commands him to stand down—kneel and let the ritual proceed.
Impact

The charge is a deadly wave (Korrag plus four zealots, Korrag fighting with Action Surge and reckless fury, gaining advantage on all attacks but granting advantage to attackers against him). If he kneels, he becomes the binding's willing sacrifice candidate: 'a life freely given to the dust'—the campaign's darkest redemption, granting the party the BIND path without losing an ally, at the cost of Korrag's life and the epilogue's tone.

Transformative Moment

Trigger

The party defeats him at the Ash Orchard but spares his life

Transformation

Korrag interprets mercy as contempt. He escapes, and for the rest of the campaign he targets the party's healer first and never accepts surrender from them. His Menacing Attack maneuvers gain +2 to their save DC.

Mechanical Changes

Maneuver save DC

+2 (from 14 to 16)

Obsessive hatred sharpens his cruelty

Transformative Moment

Trigger

Vessaria is turned at the Heart of Dust

Transformation

Korrag's entire identity collapses. He either dies leading the diehards (gaining one free Action Surge and +20 temporary hit points as the cult's last true believer) or, with overwhelming proof and her command, kneels as the sacrifice.

Mechanical Changes

Final stand

Temporary hit points 20; Action Surge available even if already used

The Devotion of the Ash burns brightest at the end

Ally

Sister Cindra

Relationship Loyal second
Influence 7/10
Loyalty 9/10

Shared History

Cindra was a Dunharrows Gate water-seller whose well dried the year the Glasswaste's heat pushed the frontier back. Korrag found her pouring her last jug on the sand in offering and brought her to Vessaria. She has fought beside him at Dryfall and the Ash Orchard, carrying the fire flasks he hurls. She is the only cultist Korrag trusts with his doubts, and the only one who knows about the Scar Ledger. If Korrag dies, Cindra inherits his list of 'false converts' and becomes a persistent recurring antagonist; if he lives, she fights and dies at his side in the Seed chamber shield-wall.

Potential Breaking Points

  • If the party proves to Cindra that the scriptures were written by a mad Keeper, she wavers—Korrag kills her rather than let her defect.

Enemy

Sela Brant

Threat Level 6/10
Conflict Type Ideological and personal

Personal Stakes

Sela Brant quartermastered a caravan out of the Glass Flats twelve years ago—the same caravan job that left Korrag burning in an ambush while the caravan master rode on. Sela was there; she helped organize the retreat that abandoned him. She does not remember his face, but he remembers her voice giving the order to ride. Their enmity is the campaign's cruelest irony: Sela is the party's key ally and quartermaster, and Korrag's first target in any raid on Last Root is her stores and her water.

If the party learns this history (from Korrag's Scar Ledger, found on his body or in his tent), they can weaponize it—Sela's guilt makes her reckless around him, and Insight DC 13 on Korrag during the Last Root raid reveals he is fighting the battle around her, not the battle at hand.

Possible Resolutions

  • Sela confronts Korrag at Last Root; his answer ('You rode. I burned. Now I burn for her.') can be the party's first hint that his devotion is grief, not theology.

Faction

The Ashbound (Cult of the Hollow Sun)

Standing 10/10

Influence

Korrag is the Ashbound's fist—its commander of shock troops, dig operations, and discipline. He joined six years ago after Vessaria pulled him, half-dead and half-mad from the Glass Flats, out of a sandstorm and told him his scars were 'the Sun's handwriting.' He does not believe her theology; he believes in her. Every zealot's training, every watch rotation, every fire-flask ration passes through his hands, and the rank-and-file fear him more than they love Vessaria—which she permits, because his brutality is her mercy: he kills quickly so her sermons can convert slowly.

His command of the Ash Orchard dig and the raid's shock troops makes him the cult's operational spine; kill him early and the cult fragments into squabbling cells, losing the time-sensitive Seed extraction and weakening every subsequent encounter by one zealot.

Obligations

  • Absolute obedience to Vessaria while she lives
  • Vetting all converts for false faith

Benefits

  • Vessaria's absolute trust
  • Command authority over all Ashbound shock troops

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