Heroes of Hope
When crit: deal 5 damage to an adjacent enemy
Ranged attacks have disadvantage, acts as cover for allies
- Shield Bash.1d6+4.
On hit: Push 1 and Prone

The first time this dies, reset to 1 HP instead (excluding minions).
- Sickening Claw.1d4+8.
On damage: Dazed.
When crit: deal 5 damage to an adjacent enemy
- •Battleaxe.1d10+4
- •Javelin.1d6+4
When crit: deal 5 damage to an adjacent enemy
- •Elemental Blast.1d8+8.
Range 8, half damage to an adjacent character
- •Havoc (2/ encounter).1d10+10.
2x2 Area within Range 8, On hit: Push 2

The first time this dies, reset to 1 HP instead (excluding minions).
When a living creature starts its turn within 6 squares of the Ghast it must roll a Strength saving throw, DC 13. On a fail, the creatue becomes poisoned. Once a creature successfully makes 3 of these saves, it is immune to this effect for 24 hours.
- Sickening Claw (x2).2d6+2.
On damage: Dazed.
If you push an enemy 4 spaces in one turn, you knock them Prone.
- Strike (2×).1d10+2.
On hit: Push 2 if Large or Medium, 4 if Tiny.
When initiative is rolled and when crit, summon 1 Flamebound Ancestor per hero (place them within Reach 6)
d10 minion. On death: 2 damage to 1 adjacent enemy
- •Ancestors of Flame.
If there are more heroes than Orcs: Use your Hordecaller ability
- •Command the Horde.
(1/round) Command your horde to move then attack.
- •Flamelash.
(Reach 6) 1d10+4 damage.
"Ancestors, I call upon thee!" Trigger your Hordecaller ability.
Kerem is dying! 30 more damage and he dies. Hordecall at the end of each turn.
When crit: deal 5 damage to an adjacent enemy
Allied Orcs attacks with advantage so long as you have not moved (or been moved) since your last turn.
- Battle Horn (1/encounter).
Trigger every allied Orc's Enrage ability.

Does not die at 0HP. Only acid or fire while at 0HP can kill it.
At the start of each of its turns the Cave Troll rgains 2d4 hp.
- •Claws.
(Reach 2) 1d4+6 piercing. On crit: Grappled (escape DC 12).
- •Rend.
(a grappled creature) 1d4+10 piercing damage (can't be defended against).
Sinew and muscle wrapped in rubbery skin. Claws that can tear the hide off a grizzly.
All melee attacks Prone on hit.
Take no Cold damage.
- Sword-club.3d12+4
Drops: Great Sword

Does not die at 0 HP. Only fire, radiant, or a crit while at 0 HP can kill it.
- •Claws.1d4+10.
(Reach 2) On crit: Prone.
- •Bite.1d4+20.
(A Prone creature)
Heavy
- •Righteous Blade.
This sum of a beech brings the pain on the unworthy.
- •Holy Protector.
Select one ally within close range. The next attack against that ally targets Sir Astenu instead.
- •Energize.
Target ally gains one additional action on their next turn.
- Spell Casting.
Mana: OOOOO OOOOO OOOOO OO
Spells Known
Cantrips: All Fire, Lightning, and Ice cantrips
Tier 1: All Fire, Lightning, and Ice
Tier 2: All Fire, Lighning, and Ice