Pachorva
thunder-hammer breaker who shatters the Thorjacks' enemies
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
- Hit the cluster then aim the maul where foes are bunched so Thunderstrike splashes the neighbors.
- Knock them flat then a Medium-or-smaller target failing the Strength save falls prone for the warband.
- Crit hunts armor then remember Sundering Blow crits on 19-20 and ignores bludgeoning resistance.
- Stay pinned-in then keep him beside the shield-bearers; he is slow and needs targets held still.
Pachorva
Medium humanoid (human), chaotic neutral
CR 6 · 2,300 XP · GUIDELINEThunderstrike. 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.
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.
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.
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
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
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
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
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.
Log in to comment