Kman
Advantage on saves against mind-affecting effects.
- Kukri Dance of Death.1d4+6.
On hit: Move 2. Repeat Kukri Dance of Death (max 3/round).
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.
Gets advantage on attacks until it has swallowed a creature.
You take 20 damage at the start of your turn. Your attacks cannot miss and ignore armor.
- •Chomp Chomp Chomp.
(3×) 1d10+5. On crit: Grappled.
- •Swallow.
(a Grappled creature) 1d10+50. On hit: Restrained (escape DC 16).
The first time this dies, reset to 1 HP instead (excluding minions).
- •Ghost Herd.
Summon 4 Wildeghast Minions (1d4, Speed 10) within Reach 3. They cannot act on their own. Then:
- •Stampede.
Move all Wildeghast Minions. 1d4+10+5 per Wildeghast Minion adjacent to the target.
Getting hit improves Armor 1 step. None >> Medium >> Heavy
- •Pounce.
Move 4. 3d10+6. On crit: roll 1 additional die.
- •Claws.
(2×) 1d10+6. On crit: roll 1 additional die.
- •Ash Eruption.
All targets within Reach 6. DC 14 DEX save or be Blinded until the end of their turn. Ashleon's Armor degrades to None.