Salazar, painfully aware that many outsiders are wholly immune to his favoured element, decides to test the waters with a firebolt.
After sending his firebolt wide, he'll start heading for the exit.
move to I5, going around to avoid OA.
edit: flubbed one of the commands, sadly the wrong one -.-
minion, roll 1d20+6 for firebolt hit
minion, roll 1d20 for fire damage
"The bleedin' hells is that," is the only thing that escapes the Dwarf's mouth as the Slaadi shows up where the strange magical crystal orb once was. "We goin' to be havin' a long conversation about dealin' with devils after this be over," he grumbles, before quickly lifting Fimbul up in front of him and projecting it outward, the symbol painted on it sending out a brief pulse of bright white light throughout the room. Sidestepping slightly until he's next to Philo, Dural stands ready, his eyes continuing to glow with whatever lingering remnants of divine magic that his shield just sent out.
Action - Divine Sense (2 uses remaining/day after this use): Until the end of my next turn, I know the location of any celestial, fiend, or Undead within 60 feet of me that is not behind total cover. I know its type (celestial, fiend, or undead), but not its identity. I also detect the presence of any place or object that has been consecrated or desecrated. I'm mostly using this to find out if Slaadi are actually Fiends.
Move: I10, so I'm diagonally next to Philo.
Readied: Fighting Style Protection like usual.
Surprisingly enough, given your company for the past few minutes or so, Dural does not sense any Fiend nearby
You sense zero fiends within 60' (unless someone wants to calculate Ra'Fiki's fly speed and figure out if he's still within 60'. I'm not going to bother). Fun fact: while Slaadi are indeed native to Limbo, they are classified as Aberrations and not Fiends!
Barran employs what he likes to think of as "tactics" and shoots at the Slaad again, then ducks into the shadows behind the pillar for some more coverage.
Action: Attack Slaad (poison ammo count: 6)
Move to B7 (20 ft)
Bonus: Hide (Cunning Action)
Geth, roll 1d20+6 for Crossbow attack
Geth, roll 3d6+4 for Piercing Sneak Damage
Geth, roll 1d20+6 for Stealth
Crossbow attack:
1d20+610 [1d20=4]
Piercing Sneak Damage:
3d6+413 [3d6=6, 2, 1]
Stealth:
1d20+619 [1d20=13]
GNU Terry Pratchett
PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Hit me up on BoardGameArena! User: Loaded D1
Grateful to have Dural and Ay close by, Philo batters at the monster's claws until he makes an opening and strikes, keeping his shield ready to cover whichever ally the Slaad might attack.
Stay put and stab a frog. Use Protection if it attacks Ay or Dural, favoring the elf if it splits its attacks, since his AC is lower.
Geth, roll 1d20+5 for A mighty blow
Geth, roll 1d8+3 for Mightitude
Seeing the two defenders close in, Ay lets loose and moves between their shields.
Action: QStaff
Move: to J10 (don't provoke because I didn't leave engage and because of my feat)
Bonus: Last Ki to Flurry again. Attempt Prone on any hit, not that it matters much (since he comes next)
Geth, roll 1d20+5 for Attack QStaff
Geth, roll 1d8+3
Geth, roll 1d20+5 for Attack Unarmed1
Geth, roll 1d4+3
Geth, roll 1d20+5 for Attack Unarmed2
Geth, roll 1d4+3
@Steelhawk Slaad is up. He has to make a DC13 Dex ST or be knocked Prone after my second hit. Rolling my Advantage on my third swing just in case. Already applied damage of the first two attacks.
Geth, roll 1d20+5 for Potential Adv.
Edit: Advantage will fail anyway, so Prone is only relevant in the event he was going to move, as it would use up half his movement.
Ay's quarterstaff takes the legs out from under massive outsider. As its reeling and off balance, a swift dropping leg to its midsection sends it to its rump on the floor. Snarling in displeasure, it gets back to its feet and lashes out at Ay with its vicious claws! Philo intervenes, and the claws rake across his shield instead of tender elven flesh. Not liking the veritable wall of iron before it, turns and heads straight towards Salazar, as the sorcerer is heading towards the exit. Its huge maw clamps down on Salazar's shoulder and drives its left arm into the Tiefling's midsection. The claws pumping their vile ooze into his body!
Slaad regenerates 10hp
Spend 15' of movement to stand up.
Make 1 Claw attack vs Ay (with disadvantage due to Philo's protection)
Move 10' west to H6-I7 and attack Salazar with Claw and Bite
Geth, roll 2#1d20l1+6 for Claw 1 vs Ay, if hit @am0n to make DC14 Con save vs. disease
Geth, roll 1d8+3 damage
Geth, roll 1d20+6 for Bite vs. Salazar
Geth, roll 2d4+3 damage
Geth, roll 1d20+6 for Claw 2 vs. Salazar, if hit @evilthecat to make DC14 Con save vs. disease
Geth, roll 1d8+3 damage
@Aegis is up next with an OA, and then his full turn
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
One hammer swing quickly strikes out at the fleeing Slaad, a creature to which Dural hasn't quite gotten his head around, being an oversized frog thing that otherwise just seems wrong. With a cry from the tiefling coming not too long after the Slaad ran away, this line of thought is quickly cut short as Dural focuses on the creature's apparent lust for fighting. Sliding around to the south, the Dwarf sprints into the side of the creature, smacking first with his hammer and then with the weight of the shield, hoping to shove the creature away from Sal.
Move: to J6, next to Sal.
Attack: Attack the Slaad.
Bonus Action: Shove to G7-H8 if the opposed Athletics/Acrobatics roll doesn't beat my shove check.
Reaction: Fighting Style (Protection) as usual.
minion, roll 1d20+5 for OA (Attack)
minion, roll 1d8+3 for OA (Damage)
minion, roll 1d20+5 for Attack
minion, roll 1d8+3 for Damage
minion, roll 1d20+4 for Strength (Athletics)
Barran didn't have a good view of the Slaad attacking the team's bruisers, but it seemed like the standard bite/swipe type of maneuver one might expect of any toothy beast. He does, however, get to see the strange sort of stabbing maneuver she performs on Salazar. Something about it strikes Barran as not just wrong, but obscene. Maybe that's a visceral reaction that mere mortals have to slimy creatures from the nether-realms...
In any case, Barran tries to keep the Slaad from turning her attention to himself, tiny morsel that he is. He circles around the room to duck behind a pillar further away, firing from cover as he goes.
Action: Attack the Slaad! (Poison ammo: 5)
Move: to C12 (25ft)
Bonus: Hide (Cunning Action)
Geth, roll 2d20k1+6 for Attack with Advantage
Geth, roll 3d6+4 for Sneak Piercing Attack
Geth, roll 1d20+6 for Stealth
Attack with Advantage:
2d20k1+613 [2d20k1=[7], 3]
Sneak Piercing Attack:
3d6+415 [3d6=6, 3, 2]
Stealth:
1d20+611 [1d20=5]
GNU Terry Pratchett
PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Hit me up on BoardGameArena! User: Loaded D1
Barran slides to a stop behind the pillar and quckly inspects his crossbow to see if it hasn't taken some sort of damage during the previous battles... Maybe his hand is just jittery?
Keep the pressure on it, Philo thinks, following Dural into the fray. He bangs his sword against his shield. "Hey beast!" he calls, hoping it can understand him. "You've tried me once, and I'm still standing. Why not take a second effort? Human innards are better than Tiefling guts, anyway!" Not waiting to see if it heard him, he brings his sword down on its flank.
Might be misreading the map, but basically I wanna step up to the Slaad and make it less alive, leaving plenty of room for Ay to step up next to me. I think I8 would be right for that?
Geth, roll 1d20+5 for Too late! Cut!
Geth, roll 1d8+3 for Cuttitude
With a roar of rage and pain from the pummelling that Slaad is taking, it lashes out again, desperately trying to sink its claws into something fleshy. Given the choice between two foes with armor and shields, the cursed elf with his brusing staff and the soft tiefling that is seemingly armored only by tree bark...the Slaad once again unleashes all of its attacks against Salazar, keeping a wary eye out for Fimbul as it moves to block. The Slaad rears its head back, and uses one claw to move the shield back out of the way and sending the other claw to rake deep grooves across Salazar's chest.
Slaad rengerates 10HP, stays put and attacks Salazar
Geth, roll 2#1d20l1+6 for Bite vs Sal with Disvantage due to Dural's Protection
Geth, roll 2d4+3 damage
Geth, roll 1d20+6 for Claw 1 vs Sal
Geth, roll 1d8+3 damage
Geth, roll 1d20+6 for Claw 2 vs Sal
Geth, roll 1d8+3 damage
@Aegis for his turn @evilthecat for his DC14 CON saves (1 per hit, if necessary) to avoid disease
He should be in G7-H8, right? Or did he move back during his turn?
Uh....Truth is I forgot that she failed that save when I redrew the map. And judging by the movement of the rest of the party we all missed it. My bad.
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
"Tauntin' the oversized frog not be my first choice," Dural grumbles while Sal jigs. With the creature as resilient as it appears to be, the dwarf opts to continue whacking away with hammer and shield, this time shoving downwards while trying to hook its leg out from under it.
Attack: Attack the Slaad.
Bonus: Knock Prone if I beat its opposed Athletics/Acrobatics.
Reaction: Fighting Style Protection as usual.
minion, roll 1d20+5 for Attack
minion, roll 1d8+3 for Damage
minion, roll 1d20+4 for Strength (Athletics)
Damn thing, thinks Philo as the Slaad stumbles but keeps its feet under Dural's pressure. Seeking an opening, he slashes across its hideous hide once more, shield raised to defend his allies.
Stab me a Slaad, and save my reaction for Protection if need be.
Geth, roll 1d20+5 for Stab Accuracy!
Geth, roll 1d8+3 for Stab Magnitude
Stab Accuracy!:
1d20+521 [1d20=16]
Stab Magnitude:
1d8+37 [1d8=4]
+1
Options
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
Can't wait to see if Barran can keep the whiff-chain going!
On a side note, I don't have the magics to deal with this frog.
Dodging might buy us a round or two for you guys to slap it.
Posts
After sending his firebolt wide, he'll start heading for the exit.
move to I5, going around to avoid OA.
edit: flubbed one of the commands, sadly the wrong one -.-
minion, roll 1d20+6 for firebolt hit
minion, roll 1d20 for fire damage
Philo (J9) - AC:19, HP:34/38, 0/4 Sup. Dice, HD: 1/4, Cold Resistance, H.Pots: 1&1G
Ay (J8) - AC:16, HP: 29+1/31, Ki: 1/4, HD: 2/4, H.Pots: 2
Slaad (H8-I9) - AC: 14, HP: 95, Damage Resistances, Magic Resistance, Multiattack, Regeneration
Dural (H11) - AC:18, HP: 40+5/40, Spells:-/1, LoH:5/20, HD: 0/4, INSPIRATION, H.Pots: 1&1G
Salazar (F9) - AC:16, HP: 30+5/30, Spells:-/3/1, SP: 0, HD:0/4, BARKSKINNED, H.Pots: 2
Surprisingly enough, given your company for the past few minutes or so, Dural does not sense any Fiend nearby
You sense zero fiends within 60' (unless someone wants to calculate Ra'Fiki's fly speed and figure out if he's still within 60'. I'm not going to bother). Fun fact: while Slaadi are indeed native to Limbo, they are classified as Aberrations and not Fiends!
@Bursar is up!
Map:
Stats:
Philo (J9) - AC:19, HP:34/38, 0/4 Sup. Dice, HD: 1/4, Cold Resistance, H.Pots: 1&1G
Ay (J8) - AC:16, HP: 29+1/31, Ki: 1/4, HD: 2/4, H.Pots: 2
Slaad (H8-I9) - AC: 14, HP: 95, Damage Resistances, Magic Resistance, Multiattack, Regeneration
Dural (I10) - AC:18, HP: 40+5/40, Spells:-/1, LoH:5/20, HD: 0/4, INSPIRATION, H.Pots: 1&1G
Salazar (I5) - AC:16, HP: 30+5/30, Spells:-/4/2, SP: 2, HD:0/4, BARKSKINNED, H.Pots: 2
Action: Attack Slaad (poison ammo count: 6)
Move to B7 (20 ft)
Bonus: Hide (Cunning Action)
Geth, roll 1d20+6 for Crossbow attack
Geth, roll 3d6+4 for Piercing Sneak Damage
Geth, roll 1d20+6 for Stealth
PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Hit me up on BoardGameArena! User: Loaded D1
Or, rather, you're not killing the other side.
Stats:
Philo (J9) - AC:19, HP:34/38, 0/4 Sup. Dice, HD: 1/4, Cold Resistance, H.Pots: 1&1G
Ay (J8) - AC:16, HP: 29+1/31, Ki: 1/4, HD: 2/4, H.Pots: 2
Slaad (H8-I9) - AC: 14, HP: 95, Damage Resistances, Magic Resistance, Multiattack, Regeneration
Dural (I10) - AC:18, HP: 40+5/40, Spells:-/1, LoH:5/20, HD: 0/4, INSPIRATION, H.Pots: 1&1G
Salazar (I5) - AC:16, HP: 30+5/30, Spells:-/4/2, SP: 2, HD:0/4, BARKSKINNED, H.Pots: 2
@Mongrel Idiot @Steelhawk
PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Hit me up on BoardGameArena! User: Loaded D1
Stay put and stab a frog. Use Protection if it attacks Ay or Dural, favoring the elf if it splits its attacks, since his AC is lower.
Geth, roll 1d20+5 for A mighty blow
Geth, roll 1d8+3 for Mightitude
Stats:
Philo (J9) - AC:19, HP:34/38, 0/4 Sup. Dice, HD: 1/4, Cold Resistance, H.Pots: 1&1G
Ay (J8) - AC:16, HP: 29+1/31, Ki: 1/4, HD: 2/4, H.Pots: 2
Slaad (H8-I9) - AC: 14, HP: 89, Damage Resistances, Magic Resistance, Multiattack, Regeneration
Dural (I10) - AC:18, HP: 40+5/40, Spells:-/1, LoH:5/20, HD: 0/4, INSPIRATION, H.Pots: 1&1G
Salazar (I5) - AC:16, HP: 30+5/30, Spells:-/4/2, SP: 2, HD:0/4, BARKSKINNED, H.Pots: 2
Action: QStaff
Move: to J10 (don't provoke because I didn't leave engage and because of my feat)
Bonus: Last Ki to Flurry again. Attempt Prone on any hit, not that it matters much (since he comes next)
Geth, roll 1d20+5 for Attack QStaff
Geth, roll 1d8+3
Geth, roll 1d20+5 for Attack Unarmed1
Geth, roll 1d4+3
Geth, roll 1d20+5 for Attack Unarmed2
Geth, roll 1d4+3
Stats:
Philo (J9) - AC:19, HP:34/38, 0/4 Sup. Dice, HD: 1/4, Cold Resistance, H.Pots: 1&1G
Ay (J10) - AC:16, HP: 29+1/31, Ki: 0/4, HD: 2/4, H.Pots: 2
Slaad (H8-I9) - AC: 14, HP: 76, Damage Resistances, Magic Resistance, Multiattack, Regeneration
Dural (I10) - AC:18, HP: 40+5/40, Spells:-/1, LoH:5/20, HD: 0/4, INSPIRATION, H.Pots: 1&1G
Salazar (I5) - AC:16, HP: 30+5/30, Spells:-/4/2, SP: 2, HD:0/4, BARKSKINNED, H.Pots: 2
@Steelhawk Slaad is up. He has to make a DC13 Dex ST or be knocked Prone after my second hit. Rolling my Advantage on my third swing just in case. Already applied damage of the first two attacks.
Geth, roll 1d20+5 for Potential Adv.
Edit: Advantage will fail anyway, so Prone is only relevant in the event he was going to move, as it would use up half his movement.
Slaad regenerates 10hp
Spend 15' of movement to stand up.
Make 1 Claw attack vs Ay (with disadvantage due to Philo's protection)
Move 10' west to H6-I7 and attack Salazar with Claw and Bite
Geth, roll 2#1d20l1+6 for Claw 1 vs Ay, if hit @am0n to make DC14 Con save vs. disease
Geth, roll 1d8+3 damage
Geth, roll 1d20+6 for Bite vs. Salazar
Geth, roll 2d4+3 damage
Geth, roll 1d20+6 for Claw 2 vs. Salazar, if hit @evilthecat to make DC14 Con save vs. disease
Geth, roll 1d8+3 damage
@Aegis is up next with an OA, and then his full turn
Stats:
Philo (J9) - AC:19, HP:34/38, 0/4 Sup. Dice, HD: 0/4, Cold Resistance, H.Pots: 1&1G
Ay (J10) - AC:16, HP: 29+1/31, Ki: 0/4, HD: 2/4, H.Pots: 2
Slaad (H6-I7) - AC: 14, HP: 86, Damage Resistances, Magic Resistance, Multiattack, Regeneration
Dural (I10) - AC:18, HP: 40+5/40, Spells:-/1, LoH:5/20, HD: 0/4, INSPIRATION, H.Pots: 1&1G
Salazar (I5) - AC:16, HP: 19/30, Spells:-/4/2, SP: 2, HD:0/4, BARKSKINNED, H.Pots: 2
Edit: Swing and a miss.
Geth, roll 1d20+5 for OA
Geth, roll 1d8+3
Move: to J6, next to Sal.
Attack: Attack the Slaad.
Bonus Action: Shove to G7-H8 if the opposed Athletics/Acrobatics roll doesn't beat my shove check.
Reaction: Fighting Style (Protection) as usual.
minion, roll 1d20+5 for OA (Attack)
minion, roll 1d8+3 for OA (Damage)
minion, roll 1d20+5 for Attack
minion, roll 1d8+3 for Damage
minion, roll 1d20+4 for Strength (Athletics)
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
@evilthecat is up!
Geth, roll 1d20+3 for Strength check vs 11
Stats:
Philo (J9) - AC:19, HP:34/38, 0/4 Sup. Dice, HD: 0/4, Cold Resistance, H.Pots: 1&1G
Ay (J10) - AC:16, HP: 29+1/31, Ki: 0/4, HD: 2/4, H.Pots: 2
Slaad (G7-IH8) - AC: 14, HP: 68, Damage Resistances, Magic Resistance, Multiattack, Regeneration
Dural (J6) - AC:18, HP: 40+5/40, Spells:-/1, LoH:5/20, HD: 0/4, INSPIRATION, H.Pots: 1&1G
Salazar (I5) - AC:16, HP: 19/30, Spells:-/4/2, SP: 2, HD:0/4, BARKSKINNED, H.Pots: 2
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
minion, roll 1d20+6 for firebolt hit
minion, roll 1d10 for fire damage!
Round 3!
@Bursar is up! (I'll update the map soon!)
Stats:
Philo (J9) - AC:19, HP:34/38, 0/4 Sup. Dice, HD: 0/4, Cold Resistance, H.Pots: 1&1G
Ay (J10) - AC:16, HP: 29+1/31, Ki: 0/4, HD: 2/4, H.Pots: 2
Slaad (G7-IH8) - AC: 14, HP: 64, Damage Resistances (acid, cold, fire, lightning, thunder), Magic Resistance, Multiattack, Regeneration
Dural (J6) - AC:18, HP: 40+5/40, Spells:-/1, LoH:5/20, HD: 0/4, INSPIRATION, H.Pots: 1&1G
Salazar (I5) - AC:16, HP: 19/30, Spells:-/4/2, SP: 2, HD:0/4, BARKSKINNED, H.Pots: 2
In any case, Barran tries to keep the Slaad from turning her attention to himself, tiny morsel that he is. He circles around the room to duck behind a pillar further away, firing from cover as he goes.
Action: Attack the Slaad! (Poison ammo: 5)
Move: to C12 (25ft)
Bonus: Hide (Cunning Action)
Geth, roll 2d20k1+6 for Attack with Advantage
Geth, roll 3d6+4 for Sneak Piercing Attack
Geth, roll 1d20+6 for Stealth
PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Hit me up on BoardGameArena! User: Loaded D1
Geth! C'mon, man!
@Mongrel Idiot has the next shot!
Philo (J9) - AC:19, HP:34/38, 0/4 Sup. Dice, HD: 0/4, Cold Resistance, H.Pots: 1&1G
Ay (J10) - AC:16, HP: 29+1/31, Ki: 0/4, HD: 2/4, H.Pots: 2
Slaad (G7-IH8) - AC: 14, HP: 64, Damage Resistances (acid, cold, fire, lightning, thunder), Magic Resistance, Multiattack, Regeneration
Dural (J6) - AC:18, HP: 40+5/40, Spells:-/1, LoH:5/20, HD: 0/4, INSPIRATION, H.Pots: 1&1G
Salazar (I5) - AC:16, HP: 19/30, Spells:-/4/2, SP: 2, HD:0/4, BARKSKINNED, H.Pots: 2
PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Hit me up on BoardGameArena! User: Loaded D1
Might be misreading the map, but basically I wanna step up to the Slaad and make it less alive, leaving plenty of room for Ay to step up next to me. I think I8 would be right for that?
Geth, roll 1d20+5 for Too late! Cut!
Geth, roll 1d8+3 for Cuttitude
Move: J7
Action: Attack
Bonus: Martial Arts
Geth, roll 1d20+5 for Attack QStaff
Geth, roll 1d8+3
Geth, roll 1d20+5 for Attack Unarmed
Geth, roll 1d4+3
@Steelhawk
Stats:
Philo (I8) - AC:19, HP:34/38, 0/4 Sup. Dice, HD: 0/4, Cold Resistance, H.Pots: 1&1G
Ay (J7) - AC:16, HP: 29+1/31, Ki: 0/4, HD: 2/4, H.Pots: 2
Slaad (G7-IH8) - AC: 14, HP: 48, Damage Resistances (acid, cold, fire, lightning, thunder), Magic Resistance, Multiattack, Regeneration
Dural (J6) - AC:18, HP: 40+5/40, Spells:-/1, LoH:5/20, HD: 0/4, INSPIRATION, H.Pots: 1&1G
Salazar (I5) - AC:16, HP: 19/30, Spells:-/4/2, SP: 2, HD:0/4, BARKSKINNED, H.Pots: 2
Slaad rengerates 10HP, stays put and attacks Salazar
Geth, roll 2#1d20l1+6 for Bite vs Sal with Disvantage due to Dural's Protection
Geth, roll 2d4+3 damage
Geth, roll 1d20+6 for Claw 1 vs Sal
Geth, roll 1d8+3 damage
Geth, roll 1d20+6 for Claw 2 vs Sal
Geth, roll 1d8+3 damage
@Aegis for his turn
@evilthecat for his DC14 CON saves (1 per hit, if necessary) to avoid disease
Map:
Stats:
Philo (I8) - AC:19, HP:34/38, 0/4 Sup. Dice, HD: 0/4, Cold Resistance, H.Pots: 1&1G
Ay (J7) - AC:16, HP: 29+1/31, Ki: 0/4, HD: 2/4, H.Pots: 2
Slaad (G7-IH8) - AC: 14, HP: 58, Damage Resistances (acid, cold, fire, lightning, thunder), Magic Resistance, Multiattack, Regeneration
Dural (J6) - AC:18, HP: 40+5/40, Spells:-/1, LoH:5/20, HD: 0/4, INSPIRATION, H.Pots: 1&1G
Salazar (I5) - AC:16, HP: 13/30, Spells:-/4/2, SP: 2, HD:0/4, BARKSKINNED, H.Pots: 2
Dural and Salazar still need to take their turns. Also, Sal's remaining spell totals should be correct now.
Stats:
Philo (I8) - AC:19, HP:34/38, 0/4 Sup. Dice, HD: 0/4, Cold Resistance, H.Pots: 1&1G
Ay (J7) - AC:16, HP: 29+1/31, Ki: 0/4, HD: 2/4, H.Pots: 2
Slaad (G7-IH8) - AC: 14, HP: 58, Damage Resistances (acid, cold, fire, lightning, thunder), Magic Resistance, Multiattack, Regeneration
Dural (J6) - AC:18, HP: 40+5/40, Spells:-/1, LoH:5/20, HD: 0/4, INSPIRATION, H.Pots: 1&1G
Salazar (I5) - AC:16, HP: 13/30, Spells:-/1/2, SP: 0, HD:0/4, BARKSKINNED, H.Pots: 2
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Uh....Truth is I forgot that she failed that save when I redrew the map. And judging by the movement of the rest of the party we all missed it. My bad.
"You're too ugly to breed!"
Taking the dodge action and doing a little jig.
Attack: Attack the Slaad.
Bonus: Knock Prone if I beat its opposed Athletics/Acrobatics.
Reaction: Fighting Style Protection as usual.
minion, roll 1d20+5 for Attack
minion, roll 1d8+3 for Damage
minion, roll 1d20+4 for Strength (Athletics)
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
WOAH! So was mine! Ties go to the defender, yes? Yes. In this case, the defender is the frog monster.
Wait...Dural didn't land that hit anyway...does the prone-ing require the creature to be hit first? I don't remember.
Geth, roll 1d20+3 for STR check vs. 22
Stab me a Slaad, and save my reaction for Protection if need be.
Geth, roll 1d20+5 for Stab Accuracy!
Geth, roll 1d8+3 for Stab Magnitude
It does not, I just need to use the Attack action on my turn to be able to get a Bonus Action to Shove.
That 10% roll *shakes fist*
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Map:
Stats:
Philo (I8) - AC:19, HP:34/38, 0/4 Sup. Dice, HD: 0/4, Cold Resistance, H.Pots: 1&1G
Ay (J7) - AC:16, HP: 29+1/31, Ki: 0/4, HD: 2/4, H.Pots: 2
Slaad (G7-IH8) - AC: 14, HP: 51, Damage Resistances (acid, cold, fire, lightning, thunder), Magic Resistance, Multiattack, Regeneration
Dural (J6) - AC:18, HP: 40+5/40, Spells:-/1, LoH:5/20, HD: 0/4, INSPIRATION, H.Pots: 1&1G
Salazar (I5) - AC:16, HP: 13/30, Spells:-/1/2, SP: 0, HD:0/4, BARKSKINNED, H.Pots: 2
On a side note, I don't have the magics to deal with this frog.
Dodging might buy us a round or two for you guys to slap it.
Awesome work, there.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12