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Pachorva — Thorjacks token & 5e stat block by Clay Cyanide

Pachorva

Thorjacks

thunder-hammer breaker who shatters the Thorjacks' enemies

CR6
AC16
HP120
TypeMedium humanoid (human)

Pachorva — The Encounter

thunder-hammer breaker who shatters the Thorjacks' enemies · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Pachorva

The Thorjacks name their hammer-bearers for the sound their weapons make, and Pachorva's maul lands like a thunderclap. The lowland chroniclers describe him as the warband's breaker: where the shield-line holds an enemy fast, Pachorva steps up and brings the storm down on their helms. The runes stamped into the maul-head are old thunder-charms, and the warband swears each blow pulls a little of the sky down with it, so that men near the strike stagger as if deafened. He does not skirmish and he does not duel; he needs the wedge to pin a foe so his slow, ruinous swings cannot miss. Hold him in place and he is a wall of muscle waiting; let him reach a clustered enemy and he breaks ranks open for the rest.

Run Pachorva in Sixty Seconds

Pachorva

Medium humanoid (human), chaotic neutral

CR 6 · 2,300 XP · GUIDELINE
AC 16 (plate and buckler) HP 120 (16d8+48) Speed 30 ft.
STR19+4
DEX11+0
CON16+3
INT10+0
WIS12+1
CHA11+0
SavesStr +7, Con +6
SkillsAthletics +7, Intimidation +3
Resistthunder
Sensespassive Perception 11
LanguagesCommon, Giant

Thunderstrike. When Pachorva hits a creature with his maul, the target and each creature within 5 ft. of it must succeed on a DC 15 Constitution save or take 5 (2d4) thunder damage.

Sundering Blow. Pachorva's maul attacks score a critical hit on a roll of 19 or 20, and his critical hits ignore any resistance the target has to bludgeoning damage.

Actions

Multiattack. Pachorva makes two maul attacks.

Thunder-Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage, and a Medium or smaller target must succeed on a DC 15 Strength save or be knocked prone.

A hooded breaker heaves a rune-stamped war-maul overhead, the head crackling as if it had just caught a falling bolt.

Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.

How It Fights — by Tier

Same creature, scaled threat. The traits never change; only the numbers move.

Tier 1Levels 1-4 · GUIDELINE
AC14HP52 (8d8+16) To-hit+4Save DC12

Let the shield-bearers pin a target, then walk Pachorva up and smash it prone with the maul. Aim blows at clustered foes so Thunderstrike catches two or three. He is slow and exposed, so keep Wangbu between him and the enemy archers.

Tier 2Levels 5-10 · NATIVE
AC16HP120 (16d8+48) To-hit+7Save DC15

Open on whatever the line has already trapped, hitting the densest cluster to spread Thunderstrike thunder damage. Knock the front-liner prone so the warband piles on. He wants targets held in place, so fight him beside the shield-men, never charging out alone.

Tier 3Levels 11-15 · GUIDELINE
AC18HP200 (21d8+105) To-hit+9Save DC17

Run him as the warband's siege-piece: the wedge fixes the enemy, then Pachorva caves in helms with Sundering Blow crits and Thunderstrike splash. He fights as one of the pack, swinging where the shield-wall holds the foe still; alone and unpinned he simply gets kited.

Put Pachorva on the table

Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.

Get the STL on MyMiniFactory →

Clay Cyanide Companion Rules v1

How a bound creature acts

Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.

Questions, Asked at the Table

What CR is Pachorva?

Pachorva is CR 6 (2,300 XP) at his native Tier 2, a heavy bruiser and not a solo boss. Use AC 14 / +4 for Tier 1 parties or AC 18 / +9 for Tier 3.

How does Pachorva fight alongside the rest of the Thorjacks?

He is the breaker behind the wall: shield-bearers like Wangbu pin a target, then Pachorva walks up and brings his thunder-maul down, knocking foes prone and splashing thunder onto everyone clustered nearby so the wedge can pour in.

Why not run Pachorva alone as a wrecking ball?

He is slow and lightly shielded. Without the warband pinning enemies, fast or ranged foes simply kite him. His damage only lands when allies hold the target still.

Tell Us How It Ran

Played Pachorva at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.