Pachodon
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.
- •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.
- •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.
- •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.
Crits don't ignore your armor.
Will Interpose for each ally within Reach 2.
- Tuskblades.
(2x) 2d10+5.
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.
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!