tiny undead, fly speed 30. Saving throws from best to worst. Int/Cha, Wis, Con, Dex, Str. (only double digit HP)
Damage resistances: blunt piercing and slashing from magical weapons.
Damage and condition immunities: Necroitc, poison and being poisoned, psychic, nonmagical weapons, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned.
truesight 120, pp 13
Avoidance: saving throws, half is fails, none if success
Legendary resistance: 3/day can choose to save instead of fail a saving throw.
Turn Immunity, is immune to turn undead.
Howl, recharge on a 5 or a 6. Each creature within 30 feet of him, must succeed on a Con save dc 15, or drop to 0, on a success, you are frigthened until end of next turn.
Life drain. three targets with 10 feet of him, Con save 19 or take 6d6 necrotic dmg, none on success and he heals equal to dmg dealt.
Trap the soul: one target within 30 feet must succeed on a cha save 19 or be trapped inside one of the gems in his eye sockets. While trapped the body and equipment cease to exist. Crush the gem after you kill the demilich and you free the body and equipment.
Legendary Actions: 3 per round. Flight-move half your flying speed. Cloud of dust-each creature within 10 feet of him makes a con save dc 15 or be blinded until end of demilich's next turn. Energy Drain-2 actions-dc 15 con save, each creature within 30 feet that fails will take 3d6 necrotic and can't have their hit point maximum restored, greater restoration restores this.
Vile Cures-3actions-one creature within 30 feet makes a wis save dc 15 or be magically cursed. Disadvantage on attack rolls and saving throws. Can repeat this save at the end of each of its turns.
Lair actions: on init count 20: 1. tomb rocks, each creature must succeed on a dex check 19 or be knocked prone. 2. Demiliche targets one creature within 60 feet of it. Antimagic field fills the space of the target, moving with it until lair count next round. 3. Demiliche targets any number of creatures within 30 feet of it, and they can't regain hit points until lair action next round.
Acererak 2: 30 speed, does not fly. Saving throws from best to worst: Int, Con/Wis, Cha, Dex, Str.
Damage resistances: Cold, lightning. Damage immunities: Necrotic, poison and being posioned, nonmagical weapons. Immune to charm, blinded, deafened exhaustion, frigthened, paralyzed, petrified, poisoned and stunned. Speaks abyssal, common, Draconic, Dwarvisih, Giant, elvish, infernal, primordial, undercommon.
Carries a spear of annihaltion and a staff of the forgotten one, which is a +3 quaterstaff that also deals 3d6 necrotic dmg.
Legendary resistance 3/day. Turn resistance-advantage on saving throws vs turn undead.
Spells: unknown, has at wills up to 3rd level spells, 4th through 6th has 3 slots, 7th through 9th has 2 slots.
Actions: paralyzing touch: +8 to hit, 3d6 cold dmg and must succeed on a con save 20 or be paralyzed for 1 minute. Staff+3, +11 to hit, 1d6+4 blunt and 3d6 necrotic. Invoke curse. Can spend one of 7 charges from the staff to invoke a cures, 23 con save or be cursed, vulnerable to necrotic and can't restore hp.
Legendary action: at will, cast one of his at will spells. Melee attack: use paralyzing touch or melee attack with staff. Frightening gaze 2 actions-dc 20 wis save if you are within 10 feet of him or be frightened for 1 minute. Talisman of sphere 2 actions-move his sphere of annihilation up to 90 feet.. 3 actions-disrupt life, each creature with 20 of acererak must make con save dc 20 or take 12d6 necrotic dmg, half on success.
You all enter Acererak's tomb, he cloned him self and wished for his clone to be active the same time he was several months ago with the help of a genie. And now after months of searching, townsfolk has found his tomb
Everyone takes 11 necrotic dmg just for entering his tomb, this is not every round.
if you beat init 20, you may act, I'll get the order up soon.
Archy will enter battle astride his broom concentrating in Darkness targeting a coin dangling from a string tied to his belt. His bow is stowed leaving his hands free.
Upon seeing the Acererak clone he casts Eldritch Blast followed immediately by the same spell quickened, using 2/4 Sorc points.
(Advantage for being in the darkness [Edit:Aparently this isn't the clone in the first room. Removing advantage, clearing manipulated roll banner: 331430731153473472914291422772(original rolls)])
Ray 1: hits AC 29 for 11 force
Ray 2: hits AC 31 for 13 force
Ray 3: hits AC 30 for 11 force
Ray 4: hits AC 21 for 8 force
Ray 5: hits AC 18 for 14 force
Ray 6: hits AC 20 for 11 force
Ray 7: hits AC 28 for 13 force
Ray 8: hits AC 21 for 12 force
If someone is in the darkness can they see what's outside of it? It seems like it from the descriptions of vision and the spell (but you couldn't in never winter nights oh so long ago.) Archy can see in magical darkness either way with Devil's Sight. But if it does not cause disadvantage he will move to shroud the party. If they can't see out of it he will move to keep them out of it.
Both acereraks have truesight so they see you through the darkness, rays 3, 4, 6 and 8 miss as you don't have advantage. Bdaddly feeling confident the acereraks can't see him doesn't take the extra second to aim, missing 4 times. But the ones that do hit, hit hard as he cracks the skull (ac 20, you did 42 dmg to it). And Acererak 1 is bloodied.
(have to check init, anyone else above 20?)
(don't worry bdaddly, I saw what the original rolls were before you edited anything and the message came up. I just looked at the cross out numbers. 3, 4, 6 and 8 had rolls of 4 or less, then when you editted, those rolls did change. This is the cloned weaker acererak)
(okay, yeah I forgot order of operations, I was just looking at the lower of the rolls to undo advantage, forgetting that it would be the first roll, not the lower of the two, so 56 dmg before Fenhorn takes his turn. And yes I was taking the original rolls.) Fenhorn then Finishes off the Demiliche with 3 shots and then kills the zombie with a 4th shot (zombies have undead fortitude, but the max they can reach is 23 con save and you did 24 damage). Fenhorn, you get back your action surge cause you would not need to spend it in the first place to kill the zombie or the clone and you have no additional targets left. You have movement left over, would you like to move? (a demiliche has only 80 HP, but don't you worry the Acererak from Tomb of annihilation has much more than that, like at least 3x that, that was the one from tomb of horrors).
Lair action turn, which is tied to clone Demiliche, Lair action does nothing.
you may act if you have above 8 init. (tired right now, will probably get order up in the morning. Bosses don't take legendary actions until after they take their first turn in combat. So round 2 will have a different init order, as he will be spending most of his legendary actions at the top of future rounds.)
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
As the two move forward, that trap number 2 is still in the same spot, it hasn't moved yet (edit, moved brundir to show max movement as far as he can go)
Acererak takes his turn, he doublemoves, no point in him taking an action as he has no targets, he could cast a utility spell but would prefer to doublemove, but obviously he is not where you knew him to be on the map. Where did he move? You don't know, all you here is footsteps moving.
Vosiel is up and so is Toun though it seems Toun already went, he just wasn't added to init till now.
(maybe by a milli inch or so, but everything seems to be firmly in a square. Toun was 20 feet away when you last posted, then the trap randomly moved southwest 5 ft then did burning hands, causing it to be in its blind and truesight).
edit (okay zombie 12 was off the map one square north, so fixed, still the objects didn't shift until they moved on their turn, just the map. Moved the map back, Toun was still 20 feet and 15 feet away respectively).
https://docs.google.com/drawings/d/1vvrtJ_ShJpn2MruLov2LR8bIaMo9FNKQbl4uNoS8yL4/edit
Acererak 1:
tiny undead, fly speed 30. Saving throws from best to worst. Int/Cha, Wis, Con, Dex, Str. (only double digit HP)
Damage resistances: blunt piercing and slashing from magical weapons.
Damage and condition immunities: Necroitc, poison and being poisoned, psychic, nonmagical weapons, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned.
truesight 120, pp 13
Avoidance: saving throws, half is fails, none if success
Legendary resistance: 3/day can choose to save instead of fail a saving throw.
Turn Immunity, is immune to turn undead.
Howl, recharge on a 5 or a 6. Each creature within 30 feet of him, must succeed on a Con save dc 15, or drop to 0, on a success, you are frigthened until end of next turn.
Life drain. three targets with 10 feet of him, Con save 19 or take 6d6 necrotic dmg, none on success and he heals equal to dmg dealt.
Trap the soul: one target within 30 feet must succeed on a cha save 19 or be trapped inside one of the gems in his eye sockets. While trapped the body and equipment cease to exist. Crush the gem after you kill the demilich and you free the body and equipment.
Legendary Actions: 3 per round. Flight-move half your flying speed. Cloud of dust-each creature within 10 feet of him makes a con save dc 15 or be blinded until end of demilich's next turn. Energy Drain-2 actions-dc 15 con save, each creature within 30 feet that fails will take 3d6 necrotic and can't have their hit point maximum restored, greater restoration restores this.
Vile Cures-3actions-one creature within 30 feet makes a wis save dc 15 or be magically cursed. Disadvantage on attack rolls and saving throws. Can repeat this save at the end of each of its turns.
Lair actions: on init count 20: 1. tomb rocks, each creature must succeed on a dex check 19 or be knocked prone. 2. Demiliche targets one creature within 60 feet of it. Antimagic field fills the space of the target, moving with it until lair count next round. 3. Demiliche targets any number of creatures within 30 feet of it, and they can't regain hit points until lair action next round.
Acererak 2: 30 speed, does not fly. Saving throws from best to worst: Int, Con/Wis, Cha, Dex, Str.
Damage resistances: Cold, lightning. Damage immunities: Necrotic, poison and being posioned, nonmagical weapons. Immune to charm, blinded, deafened exhaustion, frigthened, paralyzed, petrified, poisoned and stunned. Speaks abyssal, common, Draconic, Dwarvisih, Giant, elvish, infernal, primordial, undercommon.
Carries a spear of annihaltion and a staff of the forgotten one, which is a +3 quaterstaff that also deals 3d6 necrotic dmg.
Legendary resistance 3/day. Turn resistance-advantage on saving throws vs turn undead.
Spells: unknown, has at wills up to 3rd level spells, 4th through 6th has 3 slots, 7th through 9th has 2 slots.
Actions: paralyzing touch: +8 to hit, 3d6 cold dmg and must succeed on a con save 20 or be paralyzed for 1 minute. Staff+3, +11 to hit, 1d6+4 blunt and 3d6 necrotic. Invoke curse. Can spend one of 7 charges from the staff to invoke a cures, 23 con save or be cursed, vulnerable to necrotic and can't restore hp.
Legendary action: at will, cast one of his at will spells. Melee attack: use paralyzing touch or melee attack with staff. Frightening gaze 2 actions-dc 20 wis save if you are within 10 feet of him or be frightened for 1 minute. Talisman of sphere 2 actions-move his sphere of annihilation up to 90 feet.. 3 actions-disrupt life, each creature with 20 of acererak must make con save dc 20 or take 12d6 necrotic dmg, half on success.
You all enter Acererak's tomb, he cloned him self and wished for his clone to be active the same time he was several months ago with the help of a genie. And now after months of searching, townsfolk has found his tomb
Everyone takes 11 necrotic dmg just for entering his tomb, this is not every round.
if you beat init 20, you may act, I'll get the order up soon.
Archy will enter battle astride his broom concentrating in Darkness targeting a coin dangling from a string tied to his belt. His bow is stowed leaving his hands free.
Upon seeing the Acererak clone he casts Eldritch Blast followed immediately by the same spell quickened, using 2/4 Sorc points.
(
Advantage for being in the darkness[Edit:Aparently this isn't the clone in the first room. Removing advantage, clearing manipulated roll banner:33 14 30 7 31 15 34 7 34 7 29 14 29 14 22 7 7 2(original rolls)])Ray 1: hits AC 29 for 11 force
Ray 2: hits AC 31 for 13 force
Ray 3: hits AC 30 for 11 force
Ray 4: hits AC 21 for 8 force
Ray 5: hits AC 18 for 14 force
Ray 6: hits AC 20 for 11 force
Ray 7: hits AC 28 for 13 force
Ray 8: hits AC 21 for 12 force
If someone is in the darkness can they see what's outside of it? It seems like it from the descriptions of vision and the spell (but you couldn't in never winter nights oh so long ago.) Archy can see in magical darkness either way with Devil's Sight. But if it does not cause disadvantage he will move to shroud the party. If they can't see out of it he will move to keep them out of it.
Extended Signature
Both acereraks have truesight so they see you through the darkness, rays 3, 4, 6 and 8 miss as you don't have advantage. Bdaddly feeling confident the acereraks can't see him doesn't take the extra second to aim, missing 4 times. But the ones that do hit, hit hard as he cracks the skull (ac 20, you did 42 dmg to it). And Acererak 1 is bloodied.
(have to check init, anyone else above 20?)
(don't worry bdaddly, I saw what the original rolls were before you edited anything and the message came up. I just looked at the cross out numbers. 3, 4, 6 and 8 had rolls of 4 or less, then when you editted, those rolls did change. This is the cloned weaker acererak)
Madcaster is up
https://docs.google.com/drawings/d/1vvrtJ_ShJpn2MruLov2LR8bIaMo9FNKQbl4uNoS8yL4/edit
Extended Signature
Fenhorn begins the battle by attuning his bow to the clone and launching a bunch of arrows flying towards the enemy.
Attack Action:
Attack 1 24 Damage 15
Attack 2 19 Damage 24
Attack 3 34 Damage 28
Attack 4 34 Damage 23
Action Surge:
Attack 1 31 Damage 16
Attack 2 28 Damage 26
Attack 3 32 Damage 17
Attack 4 31 Damage 19
Crit: 15
Sorry but the weekend is complicated to follow :P
Anyway, after reading the infos, Vosiel will cast death ward on Brundir before entering the Tomb.
(okay, yeah I forgot order of operations, I was just looking at the lower of the rolls to undo advantage, forgetting that it would be the first roll, not the lower of the two, so 56 dmg before Fenhorn takes his turn. And yes I was taking the original rolls.) Fenhorn then Finishes off the Demiliche with 3 shots and then kills the zombie with a 4th shot (zombies have undead fortitude, but the max they can reach is 23 con save and you did 24 damage). Fenhorn, you get back your action surge cause you would not need to spend it in the first place to kill the zombie or the clone and you have no additional targets left. You have movement left over, would you like to move? (a demiliche has only 80 HP, but don't you worry the Acererak from Tomb of annihilation has much more than that, like at least 3x that, that was the one from tomb of horrors).
Lair action turn, which is tied to clone Demiliche, Lair action does nothing.
you may act if you have above 8 init. (tired right now, will probably get order up in the morning. Bosses don't take legendary actions until after they take their first turn in combat. So round 2 will have a different init order, as he will be spending most of his legendary actions at the top of future rounds.)
Init Order: Round 1: Fenhorn 25, Archy 21, Brundir 12, Matthias 11, Acererak 8, Vosiel 3, Acererak legendary action 1 Zombies and traps 1, Acererak legendary action 2, Fenhorn round 2, Acererak legendary action 3. (what about Toun)?
Damage and effects (all heroes currently have 11 dmg on them from entering the tomb)
https://docs.google.com/drawings/d/1vvrtJ_ShJpn2MruLov2LR8bIaMo9FNKQbl4uNoS8yL4/edit
Brundir and Matthias are up
Was just reminded of the map...
Bründir rushes forward, keeping his shield high to block threats looming.
(Max movement into the Tomb. Taking Dodge action.)
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Tuon's initiative: 14
Tuon dashes ahead, avoiding traps and informing Archy (and subsequently the party) of any threats.
Extended Signature
As the two move forward, that trap number 2 is still in the same spot, it hasn't moved yet (edit, moved brundir to show max movement as far as he can go)
What is Aeotoris doing, I saw you moved on the map, but I didn't see a post, taking any actions, the bot trap is still where it is at.
OOC: Sorry; all I did was move, Dash, and misty step, so I didn't see any need to post--or, more importantly, anything worth saying.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Init Order: Round 1: Fenhorn 25, Archy 21, Toun 14, Brundir 12, Aeotoris11, Acererak 8, Vosiel 3, Acererak legendary action 1 Zombies and traps 1, Acererak legendary action 2, Fenhorn round 2, Acererak legendary action 3.
Damage and effects (all heroes currently have 11 dmg on them from entering the tomb)
https://docs.google.com/drawings/d/1vvrtJ_ShJpn2MruLov2LR8bIaMo9FNKQbl4uNoS8yL4/edit
Acererak takes his turn, he doublemoves, no point in him taking an action as he has no targets, he could cast a utility spell but would prefer to doublemove, but obviously he is not where you knew him to be on the map. Where did he move? You don't know, all you here is footsteps moving.
Vosiel is up and so is Toun though it seems Toun already went, he just wasn't added to init till now.
(Spoiler Alert)
Tuon: for Fortuona Athaem Devi Paendrag, Daughter of the Nine Moons, Empress of the Seanchan. Two syllables, too-ahn.
Extended Signature
Vosiel will dash towards Aetoris
Acererak can't move on legendary actions, so on both he will move his sphere of annihilation
The zombies and traps move, and the trap you can see happens to move towards Toun, and now in its sight does burning hands 9 15 dex for half
Init Order: Round 1: Fenhorn 25, Archy 21, Toun 14, Brundir 12, Aeotoris11, Acererak 8, Vosiel 3, Acererak legendary action 1 Zombies and traps 1, Acererak legendary action 2, Fenhorn round 2, Acererak legendary action 3.
Fenhorn is up
Damage and effects (all heroes currently have 11 dmg on them from entering the tomb)
https://docs.google.com/drawings/d/1vvrtJ_ShJpn2MruLov2LR8bIaMo9FNKQbl4uNoS8yL4/edit
Tuon dies leaving a puff of smoke... I think the map shifted a bit, if intended for her to end up a bit further from it than she is.
Extended Signature
(maybe by a milli inch or so, but everything seems to be firmly in a square. Toun was 20 feet away when you last posted, then the trap randomly moved southwest 5 ft then did burning hands, causing it to be in its blind and truesight).
edit (okay zombie 12 was off the map one square north, so fixed, still the objects didn't shift until they moved on their turn, just the map. Moved the map back, Toun was still 20 feet and 15 feet away respectively).
Fenhorn levitates on his carpet following the others, and when he sees a trap he shoots it immediately.
Attack 1 30 Damage 14
Attack 2 15 Damage 13
Attack 3 34 Damage 8
Attack 4 32 Damage 10