SanityWithIn
Armor increases 1 step for each adjacent ally (None => Medium => Heavy)
Can interpose.
- Knockdown (2x).
(Reach 2) 1d8+5. On hit: Prone
Armor increases 1 step for each adjacent ally (None => Medium => Heavy)
- Poke!
(Reach 2) 2d8+3.
Armor increases 1 step for each adjacent ally (None => Medium => Heavy)
- Slash (2x).1d8+2
Heavy armor. When crit by a melee weapon the weapon gets stuck in the Trolls body (DC 11 STR or DEX save to pull free). Taking fire or radiant damage supresses Thick black Troll Blood for 1 turn.
Your attacks can't miss bloodied enemies.
- •Raking Claw.
Move 6, then strike for 2d4+5. On Damage: Grappled (escape DC 11).
- •X-Mess.
(a grappled target) rip and tear with both claws to deal 1 Wound, then throw them up to 5 spaces. (They take 12 dmg).
- •Ho Ho Ho (1 Use).
(enemies within reach 10) DC 11 WIL or 2d4+10 psychic, half on save.
At 30 HP Ho Ho Ho recharges.
Zantar is dying! 20 more damage and he dies. Until then only fire, radiant or crits can harm him.

Move your speed in a straight line (1/turn).
- •Rooting Shot (2x).
(Range: 12) 2d6+5. On Damage: Restrained (escape DC 15 or any fire/slashing).
- •Issue Commands.
A lower level ally takes another turn.
Move your speed in a straight line (1/turn).
Take 5 damage whenever one of your minions dies. Your minions die when you do.
- Horn of the Ancients.
Summon 6 Ancient Spirit Minions (size:d6). They act immediately.

Move your speed in a straight line (1/turn).
Next attack deals +10 damage, but can't move and gallop this turn.
- Piercing Shot.
(Range: Line 12) 2d6+5
Move your speed in a straight line (1/turn).
Designate an ally. That ally gains heavy armor. Restrains melee attackers when crit (escape DC 15 or any fire/slashing) ending Bramble Ward.
- Thorn Whip.
(Reach 2) 2d6. On hit: Prone.

Move your speed in a straight line (1/turn).
You can Gallop through enemies. Creatures you pass through take 20 damage - DEX save. Hampered targets have disadvantage on their save.
- Grass Cutter.
2d6+5. On damage: Prone.

Move your speed in a straight line (1/turn).
- •Point Blank Shot.
(Range: 2) 2d6+10.
- •Rain of Arrows (1 Use).
(3x3 area in range: 8) 3d6.
Advantage against naughty creatures.
A creature is naughty if it has commited a bad deed this year (lied for personal gain, harmed innocents, stole something etc.).
- •Supersonic Punch.
Teleport 6, then 2d6. On Crit: Dazed.
- •Heavy Sack.
2d6+10. On hit: Knockback primary die spaces.
- •Coal Toss.
(reach: 6) 2d6 damage against all naughty creatures within reach (can't be defended).
At 60 HP Krampus is summoned. Krampus can't be damaged and follows one naughty hero each round. The first time each turn that hero attacks, Krampus deals 10 dmg to them.
Santa is dying. 50 more damage and he dies. Until then everyone is on the naughty list.