Pachodon Nomads
Lumbering nomads with long tusks and even longer trunks, their memory is as vast as their bodies are large. They hold their ancestors and the traditions they passed down in the highest regard.
When you are hit, the next attack you make against the creature that hit you deals 1d10 extra damage.
Whenever you act, move and attack with a Pachodon Minion.
- •Kneel Fools.
1/charge. 2d10+10 psychic damage to all enemies within Range 6. On hit: Prone.
- •Commanding Word.
(Range 6) DC 15 WIL Save or move and attack the closest ally.
- •To Me!
Summon 1/hero Pachodon Minions (1d10) at minimum Range 6. They do not act on their own.
At 137 HP. Kneel Fools recharges.
Gleaming Tusk dying! 100 more damage and she dies. Until then, Command the Herd lets her move and attack with two Pachodon Minions. Immediately use To Me!
When you are hit, the next attack you make against the creature that hit you deals 1d10 extra damage.
Crits don't ignore your armor.
Will Interpose for each ally within Reach 2.
- Tuskblades.
(2x) 2d10+5.
When you are hit, the next attack you make against the creature that hit you deals 1d10 extra damage.
- •Spear Thrust.
1d10+15 (or Spear Throw, Range 8, 1/encounter).
- •Bolas.
(Range 6) 2d10+5. On hit: Restrained (DC 12 escape). On crit: Prone.
When you are hit, the next attack you make against the creature that hit you deals 1d10 extra damage.
Allied Pachodons attack with Advantage so long as you have not been damaged since your last turn.
- •Get Them!
Two allied Pachodons use their attack action.
- •Protect Me!
Allied Pachodon within Range 6 moves adjacent to you and Interposes for you until they are defeated (max 1).
- •Bow Down Before Me!
(Range 3) 2d10+10 psychic damage. On hit: Prone.
When you are hit, the next attack you make against the creature that hit you deals 1d10 extra damage.
- •Rush.
Move 6 (straight line only). 2d10+10. On crit: Prone.
- •Trample.
(a Prone or Restrained creature). 2d10+20. On hit: Move to other side of target.
When you are hit, the next attack you make against the creature that hit you deals 1d10 extra damage.
- •Blustery Gale.
(Range 12) 3d4 bludgeoning, advantage against flying, Small, or Tiny targets. On hit: Move a Med target 4 spaces away; Small/Tiny twice as far; Large half as far (round down). For each die you would roll due to forced movement from this spell, deal +5 damage instead.
- •Oppressive Downdraft.
(Range 12) 5x5 blast. DC 14 DEX Save or Prone. Area is difficult terrain until the end of the combat. 1/encounter.
A string necklace of enchanted dried fruit. The string threads through 12 pieces. When one of these pieces is removed and eaten (Action), the effects of a Field Rest occur immediately. Any hit dice you spend to heal are done so with advantage.