Heroes of Hope

M024
Orc: Enrage.

When crit: deal 5 damage to an adjacent enemy

Shielded.

Ranged attacks have disadvantage, acts as cover for allies

  • Shield Bash..

    On hit: Push 1 and Prone

Ghoul
Lvl 1 undead
20
Undead: Unliving, Undying.

The first time this dies, reset to 1 HP instead (excluding minions).

  • Sickening Claw..

    On damage: Dazed.

26
Orc: Enrage.

When crit: deal 5 damage to an adjacent enemy

Choose one.
  • Battleaxe.
  • Javelin.
40
Orc: Enrage.

When crit: deal 5 damage to an adjacent enemy

Choose one.
  • Elemental Blast..

    Range 8, half damage to an adjacent character

  • Havoc (2/ encounter)..

    2x2 Area within Range 8, On hit: Push 2

Ghast
Lvl 3 undead
841
Undead: Unliving, Undying.

The first time this dies, reset to 1 HP instead (excluding minions).

Stench.

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)..

    On damage: Dazed.

remixed from Ghoul by NNimble Co.
Lvl 3 humanoid
35
Off Your Feet!

If you push an enemy 4 spaces in one turn, you knock them Prone.

  • Strike (2×)..

    On hit: Push 2 if Large or Medium, 4 if Tiny.

Level 3 Solo Large Orc
M100
STR+ WIL+
Hordecaller.

When initiative is rolled and when crit, summon 1 Flamebound Ancestor per hero (place them within Reach 6)

Flamebound Ancestor.

d10 minion. On death: 2 damage to 1 adjacent enemy

After each hero’s turn, Move 6 then choose one:
  • 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.

BLOODIED:

"Ancestors, I call upon thee!" Trigger your Hordecaller ability.

LAST STAND:

Kerem is dying! 30 more damage and he dies. Hordecall at the end of each turn.

Orc: Enrage.

When crit: deal 5 damage to an adjacent enemy

Stand Your Ground!

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.

Troll
Lvl 6 large giant - brute - Melee
M6850
Resiliant.

Does not die at 0HP. Only acid or fire while at 0HP can kill it.

Regeneration.

At the start of each of its turns the Cave Troll rgains 2d4 hp.

Choose two.
  • 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.

remixed from Mad Troll by SSanityWithIn
Lvl 8 large giant (frost)
90
Frost Giants: Towering.

All melee attacks Prone on hit.

Frost Giants: Cold Immune.

Take no Cold damage.

  • Sword-club.

Drops: Great Sword

Troll
Lvl 10 large hill and field
M8100
Regenerate.

Does not die at 0 HP. Only fire, radiant, or a crit while at 0 HP can kill it.

Choose twice:
  • Claws..

    (Reach 2) On crit: Prone.

  • Bite..

    (A Prone creature)

10/LVLStr+, Int-
Human Adventuring Companion, Oathsworn
Armor.

Heavy

Each turn, choose 1:
  • 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.

WOUNDS:
6/LVLInt+, Str-
Dwarf Adventuring Companion, Mage
Each turn, choose 1:
  • 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

WOUNDS: