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Kman

Knight
Lvl 8 fortress knight - Controller
M75
Fortress Knight: Mounted.

Until you are Bloodied, you are Large and have Speed 10.

Fortress Knight: Questing.

If a creature is the target of your Quest, you have Advantage on your WIL saves against them.

  • Quest of Chains.

    (1/encounter) Until the encounter, one creature you choose is Slowed unless moving towards you. You take are Slowed unless moving toward that creature.

  • Chainblade.

    (Reach 3) 3d8+6. On hit: Restrained (escape DC 14).

Weretiger Hybrid
Lvl 8 fortress knight - Striker
880
Fortress Knight: Mounted.

Until you are Bloodied, you are Large and have Speed 10.

Fortress Knight: Questing.

If a creature is the target of your Quest, you have Advantage on your WIL saves against them.

  • Quest of Tigers.

    (1/encounter) Until the encounter, one creature you choose is Taunted. You take are Taunted to that creature.

  • Boneblades.

    (2×) 2d8+5. On crit: 1 Wound.

Knight
Lvl 8 fortress knight - Melee
H55
Fortress Knight: Mounted.

Until you are Bloodied, you are Large and have Speed 10.

Fortress Knight: Questing.

If a creature is the target of your Quest, you have Advantage on your WIL saves against them.

  • Quest of Iron.

    (1/encounter) Until the encounter, one creature you choose takes an extra 6 damage from your attacks. You take an extra 3 damage from their attacks.

  • Greatblade.

    3d8+6. On hit: Cleave another creature within Reach. On crit: Vicious.

  • Cleave.

    6 damage.

Lvl 4 outsider - Melee
6849
Dual Mind.

Advantage on saves against mind-affecting effects.

  • Kukri Dance of Death..

    On hit: Move 2. Repeat Kukri Dance of Death (max 3/round).

Level 10 Solo Large Pachodon Matriarch
M275
STR+ WIL+
Pachodon: Grudge.

When you are hit, the next attack you make against the creature that hit you deals 1d10 extra damage.

Command the Herd.

Whenever you act, move and attack with a Pachodon Minion.

ACTIONS: After each hero's turn, choose one:
  • 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.

BLOODIED:

At 137 HP. Kneel Fools recharges.

LAST STAND:

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!

Pachodon: Grudge.

When you are hit, the next attack you make against the creature that hit you deals 1d10 extra damage.

For the Matriarch!

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.

Lvl 10 large pachodon - Defender
H71
Pachodon: Grudge.

When you are hit, the next attack you make against the creature that hit you deals 1d10 extra damage.

Scarred.

Crits don't ignore your armor.

Protect the Herd!

Will Interpose for each ally within Reach 2.

  • Tuskblades.

    (2x) 2d10+5.

Pachodon: Grudge.

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.

Lvl 6 large pachodon - Ranged
M46
Pachodon: Grudge.

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.

Lvl 6 large pachodon - Controller
68
Pachodon: Grudge.

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.

Lvl 15 huge hippopotamus - Melee
60
Hungry Hungry.

Gets advantage on attacks until it has swallowed a creature.

Swallowed.

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).

Lvl 12 large wildebeest - Summoner
M10120
Unliving, Undying.

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.