- •Move and Great Axe.
Move 8, attack for 1d8+2. On damage: Prone
- •Freezing Stare.
Ice ray, Range 10, DC13 Str save or take 2d8+4 damage and restrained until end of next turn, half damage on save.
At 37 HP, the giant's damage increases to 1d12+2.
The Giant's axe is shattered and his energy is ebbing away! 20 more damage and he dies. Until then, Giant can move 6 spaces and will use Grab and Throw: 1d8+2, on damage: they are thrown at another hero within 6 spaces. Both make a DC12 Dex save or take 1d8+2 damage and are knocked Prone, half damage on save.
Can be mounted. See Mount Rules.
Attacks against you miss on a 1 or 2.
Can be mounted by up to 3 Heroes simultaneously.
- •Stomp.
Creatures within 3 spaces of you take 2d10+10 damage.
- •Shell Defense.
Retreat into your shell. Treat attacks against you that roll an odd number as a miss until the end of your next turn.
Can be mounted. See Mount Rules.
When you move 5 spaces in a straight line before attacking, gain advantage on the attack.
- Maul.3d10+6.
On hit: grappled.

When damage would reduce the zombie to 0 HP, it makes a STR save (DC 5 + damage taken) unless the damage is radiant or a critical hit; on a success it drops to 1 HP instead.
- Slam.1d8+1 Bludgeoning Damage
Two attacks Necrotic Sword and/or Necrotic Bow in any order. (One attack may be replaced with Drink Life).
- •Necrotic Sword.1d8+2 Slashing Damage + 1d8 Necrotic Damage
- •Necrotic Bow.1d8+2 Piercing Damage + 1d8 Necrotic Damage
- •Drink Life.1d8+2 Necrotic Damage.
(Roll 1d6 recharges on 5–6). One creature within 5 ft.; DC 13 STR save; the wight regains HP equal to necrotic damage dealt (half damage on success, no healing).

One Shortsword and one Sling attack, in any order.
- •Shortsword.1d6+2 Piercing Damage
- • Sling.1d4+2 Bludgeoning Damage.
Range: 30 ft (6)
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.
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.
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.
- •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.
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.
- •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.