Also, reread something about the Slaad's stat block.
Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects.
So it seems the normal saving throw on Moonbeam was correct. (Disadvantage from Moonbeam, advantage from Slaad.) But that the Erupting Earth should've gotten advantage on the throw.
adv+dis for moonbeam going forward. I'll go over and make sure everything is right
Also, your concentration checks should set the DC to 10 or half of the damage, whichever is higher, so 13 damage is DC 6 and that rounds up to DC 10
Ah, thanks for the reminder on concentration throws. In that case the 12 beats the 10. So Moonbeam is still up
Rime keeps her [Tooltip Not Found] (2000) but improves her Rapier to a better one (+3, 16000). She takes again 2 of a potion of Speed, two of a potion of Invulnerability, one potion of Heroism (8660) and keeps her Ioun Stone of Agility, her Boots of Speed and the [Tooltip Not Found] (11200) and two potions, one of supreme and one of superior healing (1800) for a total of 39660 gp. The wardens had advised her that she would travel into the Limbo and that she would need to fight a Hydra which guards the portal on the other side. They provided her with a book about the outer plane which she studied carefully during her rest back at the headquarters. Apparently, hydra are able to regenerate quickly unless damaged with fire, of which she makes a mental note. Other than that hydras are just a large beasts with way too many heads for keeping a straight thought.
Once arriving at the portal, Rime chugs the Potion of Heroism, [Tooltip Not Found] with a level three slot, and pass without trace. Her expended third level spell slot, she refills with sorcery points from a first and second level slot. Then, compensating her armor with balancing clockwork magic, she sneaks through to portal trying to surprise the hydra (stealth: 26, initiative: 23).
Hydra Perception: 17 Hydra Init: 12
After spotting the hydra, Rime approaches slowly and carefully taking advantage of shadows and natural terrain features, at first sight she drinks a potion of speed and invulnerability (haste action) and clicks her boots together (bonus action). Then, she surprises the hydra with an all out assault, casting Booming Blade but with fire magic (transmutation meta magic, 1 sorcery point to change thunder to fire damage), and attacks an additional time with her Rapier. She notes that her potions will last some 50 seconds longer.
3 plus Attack: 24 Damage: 10 2 plus Attack: 27 Damage: 15 >> ;) exactly 25 damage!
I totally didn’t remember that this was the surprise round. Rime repeats her tactics. 2/5 Sorcery points used, potions remain active for 48 seconds.
1 plus Attack: 16 Damage: 17 1 plus Attack: 22 Damage: 13
After taking 25 damage and then 30 damage, the Hydra (117/172) uses Multiattack, Hydra Head 1 dies Hydra Head 2 dies
Hydra Head 3 Bite, Attack: 9 Damage: 10 Hydra Head 4 Bite, Attack: 13 Damage: 12 Hydra Head 5 Bite, Attack: 20 Damage: 12
At the end of the Hydra's turn it can't regrow heads because it took fire damage this round.
if the heads bites into Rime’s armour but has difficulties to penetrate the physical and magical barrier ( (12-3)/2=4 damage, 11 temp. HP remaining). The magical ice armor causes 15 cold damage to the hydra. Then Rime counterattacks with a fiery booming blade (fire instead of thunder damage), and a regular rapier strike. Lastly, she refills her sorcery points with a second level spell slot (5 sorcery points available again).
1 plus Attack: 16 Damage: 14 2 plus Attack: 27 Damage: 11
bonus: convert three sorcery points from spell slot 2
Additionally, Rime hunkers down to feint the hydra into a fatal attack. Rime is prone.
After taking 15 cold damage, the Hydra will take an additional 25 damage (77/172), Hydra Head 3 dies, because of fire damage, it will not regenerate
Advantage due to melee against a prone target, Hydra Head 4 Bite, Attack: 25 Damage: 8 Hydra Head 5 Bite, Attack: 18 Damage: 13
Despite opening her defences, the hydra only managed to hit once, damaging the ice barrier ((8-3)/2=2 damage, 9 temp HP remaining) and causing 15 cold damage to the hydra. Disappointed, Rime stands up and attacks twice, once with the fiery Booming Blade (4 sorcery points remaining) and once with the rapier.
Attack: 27 Damage: 11 Attack: 29 Damage: 11
then prone again
After taking 15 cold and then 22 damage, the Hydra (40/172)
Advantage due to melee against a prone target, Hydra Head 4 Bite, Attack: 26 Damage: 7 Hydra Head 5 Bite, Attack: 23 Damage: 15
The hydra bites into the spectral ice barrier and inflicts a total of 8 damage (1 temporary hp remaining) but receives 30 cold damage for the effort. In standing up she rams her rapier into the last head. 2 plus Attack: 16 Damage: 15 1 plus Attack: 18 Damage: 8
Eladan returns to the wardens and agrees to continue on exloring where these portals lead to. He uses his extra gold to upgrade to a +2 shield and a +2 club. He also purchases two herosim potions, two speed potions, five scrolls of stoneskin and some diamond dust. He then returns to the portal, casts stoneskin on himself and steps through. (Cloud Giant)
The first wolf is killed outright with those massive blows. Eladan moves up attacking with thorn whip and BA shifts into a cave bear. The remaining wold attacks again.
Eladan Thorn whip hit: 18 damage: 7
Wolf hit: 22 damage: 11
Kindly put 16 damage on Wolf 2
After taking 7 damage from Thorn whip and 11 damage from Wolf 2, the Cloud Giant (163/200) uses multiattack on the Wolves,
Cloud Giant Morningstar 1, targeting Wolf 1, Attack: Dice rolls not yet available for this section. Damage: Dice rolls not yet available for this section. Cloud Giant Morningstar 2, targeting Wolf 1, Attack: Dice rolls not yet available for this section. Damage: Dice rolls not yet available for this section.
Eladan returns to the wardens and agrees to continue on exloring where these portals lead to. He uses his extra gold to upgrade to a +2 shield and a +2 club. He also purchases two herosim potions, two speed potions, five scrolls of stoneskin and some diamond dust. He then returns to the portal, casts stoneskin on himself and steps through. (Cloud Giant)
The first wolf is killed outright with those massive blows. Eladan moves up attacking with thorn whip and BA shifts into a cave bear. The remaining wold attacks again.
Eladan Thorn whip hit: 18 damage: 7
Wolf hit: 22 damage: 11
Kindly put 16 damage on Wolf 2
After taking 7 damage from Thorn whip and 11 damage from Wolf 2, the Cloud Giant (163/200) uses multiattack on the Wolves,
Rime keeps her [Tooltip Not Found] (2000) but improves her Rapier to a better one (+3, 16000). She takes again 2 of a potion of Speed, two of a potion of Invulnerability, one potion of Heroism (8660) and keeps her Ioun Stone of Agility, her Boots of Speed and the [Tooltip Not Found] (11200) and two potions, one of supreme and one of superior healing (1800) for a total of 39660 gp. The wardens had advised her that she would travel into the Limbo and that she would need to fight a Hydra which guards the portal on the other side. They provided her with a book about the outer plane which she studied carefully during her rest back at the headquarters. Apparently, hydra are able to regenerate quickly unless damaged with fire, of which she makes a mental note. Other than that hydras are just a large beasts with way too many heads for keeping a straight thought.
Once arriving at the portal, Rime chugs the Potion of Heroism, [Tooltip Not Found] with a level three slot, and pass without trace. Her expended third level spell slot, she refills with sorcery points from a first and second level slot. Then, compensating her armor with balancing clockwork magic, she sneaks through to portal trying to surprise the hydra (stealth: 26, initiative: 23).
Hydra Perception: 17 Hydra Init: 12
After spotting the hydra, Rime approaches slowly and carefully taking advantage of shadows and natural terrain features, at first sight she drinks a potion of speed and invulnerability (haste action) and clicks her boots together (bonus action). Then, she surprises the hydra with an all out assault, casting Booming Blade but with fire magic (transmutation meta magic, 1 sorcery point to change thunder to fire damage), and attacks an additional time with her Rapier. She notes that her potions will last some 50 seconds longer.
3 plus Attack: 24 Damage: 10 2 plus Attack: 27 Damage: 15 >> ;) exactly 25 damage!
I totally didn’t remember that this was the surprise round. Rime repeats her tactics. 2/5 Sorcery points used, potions remain active for 48 seconds.
1 plus Attack: 16 Damage: 17 1 plus Attack: 22 Damage: 13
After taking 25 damage and then 30 damage, the Hydra (117/172) uses Multiattack, Hydra Head 1 dies Hydra Head 2 dies
Hydra Head 3 Bite, Attack: 9 Damage: 10 Hydra Head 4 Bite, Attack: 13 Damage: 12 Hydra Head 5 Bite, Attack: 20 Damage: 12
At the end of the Hydra's turn it can't regrow heads because it took fire damage this round.
if the heads bites into Rime’s armour but has difficulties to penetrate the physical and magical barrier ( (12-3)/2=4 damage, 11 temp. HP remaining). The magical ice armor causes 15 cold damage to the hydra. Then Rime counterattacks with a fiery booming blade (fire instead of thunder damage), and a regular rapier strike. Lastly, she refills her sorcery points with a second level spell slot (5 sorcery points available again).
1 plus Attack: 16 Damage: 14 2 plus Attack: 27 Damage: 11
bonus: convert three sorcery points from spell slot 2
Additionally, Rime hunkers down to feint the hydra into a fatal attack. Rime is prone.
After taking 15 cold damage, the Hydra will take an additional 25 damage (77/172), Hydra Head 3 dies, because of fire damage, it will not regenerate
Advantage due to melee against a prone target, Hydra Head 4 Bite, Attack: 25 Damage: 8 Hydra Head 5 Bite, Attack: 18 Damage: 13
Despite opening her defences, the hydra only managed to hit once, damaging the ice barrier ((8-3)/2=2 damage, 9 temp HP remaining) and causing 15 cold damage to the hydra. Disappointed, Rime stands up and attacks twice, once with the fiery Booming Blade (4 sorcery points remaining) and once with the rapier.
Attack: 27 Damage: 11 Attack: 29 Damage: 11
then prone again
After taking 15 cold and then 22 damage, the Hydra (40/172)
Advantage due to melee against a prone target, Hydra Head 4 Bite, Attack: 26 Damage: 7 Hydra Head 5 Bite, Attack: 23 Damage: 15
The hydra bites into the spectral ice barrier and inflicts a total of 8 damage (1 temporary hp remaining) but receives 30 cold damage for the effort. In standing up she rams her rapier into the last head. 2 plus Attack: 16 Damage: 15 1 plus Attack: 18 Damage: 8
Congratulations. The Hydra is no more.
Rime harvests the fallen hydra for ingredients of potions and spells, and returns to the warden’s outpost. From the spoils she buys a 5th level scroll (640gp), refills the stock of her potions, orders ten silvered darts (1000gp), a crossbow +3 with twenty bolts +2 (18000gp) and a ring of spell storing (240000). Over the course of a few days she tries to cast the scroll on the ring (DC 15 Charsima Check with Eagles Grace advantage: 16, 17, 21 (this will determine how many scrolls Rime needs to buy, she stops after the first success)).
During her downtime, Rime will study her next task, a horned devil that guards a portal to one of the nine hells. Apparently, devils are resistant to cold and don’t mind poison and fire at all, also silvered weapons appear to be of some importance when no magic is available. It seems these devils are particularly lazy for their kind but still fairly intelligent. A worthy opponent, she wagers. Still as a backup plan, she gets two 4th level scroll with Psychic Lance, just in case.
The new rule makes sense. Might have some questions in-combat, but it's reasonable.
From T5->T6, 21,500 gold additional.
Upgrade +1 shield to +2 shield: 6,000 - 1,500 = 4,500 difference to spend Potion of Supreme Healing: 1350 Potion of Speed: 400 Pearl of Power: 6,000 Total: 12,250
Add 21,500 - 12,250 = 9,250 gold to Roger's inventory
Upon seeing the Gray Slaad, Roger narrows his eyes. "Foul fiend." he mutters as he drinks a potion of heroism and assume the starry archer, letting forth a burst of radiant energy.
Starry Archer To-Hit: nat 1 //I've got a good feeling about this ;p
(What's the starting distance? I know there's the requirement to engage, but still helps me just to get an idea of where he should be moving.)
We usually give a starting distance of 60 feet
Seeing you at range, the Slaad casts [spell]fireball[/fireball], Dexterity Save DC 14 to take half of 37
Thanks.
Dex Save: 8+4 = 12 Reaction: 1st lv Absorb Elements //this was a tough one, a successful lucky footwork would've gotten the same result of half-damage, but not guaranteed Lucky Footwork Curiosity: 2
37/ 2 = 18.5 rounded down to 18 fire damage
Roger grunts as the flames going around him. With vengeance in his eyes he lets out a Starry bolt followed by a Guiding bolt as he takes some steps back.
Wonder if the polymorph (humanoids) would work for changing a gray slaad into an Evoker Wizard
The Gray Slaad will cast Fly and then move 60 feet (10 minutes)
Interesting idea with the polymorph. I don't *think* it works RAW because it does mention that the slaad's statistics, beyond size, remain the same. But it's an interesting idea.
How high up is the slaad as it flies? (Gonna try breaking its concentration.)
Roger, seeing the slaad take flight, narrows his eyes. "That is one ugly bat. " he mutters. "Let's see if we can shoot it down."
//side question: In general I tend to avoid levelled spells with a to-hit. In Roger's case he gets prof_bonus guiding bolts for free per long rest, but generally I dislike the potential waste a spell slot, preferring damage spells that still do half damage on a save. Just wondering if that's the general feeling overall or if there's counterpoints to that mentality. For me there are some exceptions like scorching ray where you get multiple to-hit rolls so I feel like the odds of at least one hitting are decent, but it's just my overall thoughts.
Starry Acher To-Hit: 15+7 = 22 Damage: 6+4 = 10
//the guiding bolt missed though so it'll heal those HP back
Guiding Bolt To-Hit: 3+7 = 10 He steps 5ft back. (So distance 35ft, with it being able to fly to him in normal movement if it makes its concentration saving throw.)
Concentration Check, Constitution Save DC 10 vs 20
After taking 10 damage, the Gray Slaad regenerates and heals 10 hp (127/127), then moves 60 feet, while flying 1 inch off the ground, and uses multiattack,
With the Slaad upon him Roger says, "An ugly creature before me? Well when life gives you lemoons..." He follows up with a starry archer up close and personal
[action]Moonbeam[/spell] Damage: 6+9 = 15 CON Save DC 15: half damage on save
Gray Slaad is hit by a moon beam, Constitution Save DC 15 vs 22 After taking 15 damage or 7 half, and then taking 9 damage, the Gray Slaad regenerates 10 hp (113/127) or (121/127)
Gray Slaad, 1st Constitution Save DC 10 vs 13 Gray Slaad, 2nd Constitution Save DC 10 vs 19 Advancing, the Gray Slaad, multiattack
Question: For the advancing, I thought it was already in melee from the last round. Is it shifting to another place within 5ft of Roger? (Asking if the moonbeam is still on it.)
With the Slaad in front of him, Roger begins to unleash his more powerful magic in an attempt to break its flying capacity.
[spell]Moonbeam[spell] //assuming still on it
Damage: 7+9 = 16 Save CON 15 for half damage
Action: Erupting Earth Damage: 5+11+9 = 25 Save DEX 15 for half damage (also makes rough terrain, but that's going to be behind the slaad so irrelevant)
Bonus Action: Starry Archer To-Hit: Min(14, 1) = miss
Gray Slaad save against moon beam, Constitution Save DC 15 vs 14 Gray Slaad save against erupting earth, Dexterity Save DC 15 vs 7
After taking 16, 25, the Gray Slaad regenerates 10 (90/127)
Gray Slaad, 1st Constitution Save DC 10 vs 23 Gray Slaad, 2nd Constitution Save DC 10 vs 11 Advancing, the Gray Slaad, multiattack
CON Save DC 13: 5+4+3(bless die) = 12 Aagh, so close yet so far. Moonbeam is dropped.
With the flight dropped, Roger seeks to take advantage of the Slaad's reduced speed. He downs a Potion of Speed and disengages with a bolt from the starry archer.
Action: Drink a Potion of Speed //I'll homebrew something later to show its effects on the character sheet Haste Action: Disengage Movement: 60ft from slaad
Bonus Action: Starry Archer To-Hit: 8+7+2 = 17, miss //my die rolls this round seem to be wanting to get just as close as they can while still failing ;p
Haste: 1/12
Clarification Question: I'm assuming this doesn't count as the 1 of 2 disengage/hide/etc for threefold as the Slaad has another fireball slot at the moment. But please correct me if I'm wrong.
Feel free to disengage and avoid. It's good tactics to do so. When you don't engage an enemy that doesn't have ranged attacks and you can out speed and out maneuver them, that's when the threefold rule comes into play. It will make the combats take longer and instead of tracking only damage, we have to track distance, movement, etc. Ideally, threefold rule means you should either move into a creature's single movement range on turn 3 or simply engage into melee on turn 3.
For the gray slaad specifically, I have a DM ruling for using polymorph to gain spell slots and spell like abilities. Because it gets polymorph at-will, it would be unfair to use this to gain an infinite number of spell slots just by polymorphing back and forth. Otherwise, I could simply turn into a humanoid with a ranged attack and be on even footing with an avoid and evade build.
During her downtime, Rime will study her next task, a horned devil that guards a portal to one of the nine hells. Apparently, devils are resistant to cold and don’t mind poison and fire at all, also silvered weapons appear to be of some importance when no magic is available. It seems these devils are particularly lazy for their kind but still fairly intelligent. A worthy opponent, she wagers. Still as a backup plan, she gets two 4th level scroll with Psychic Lance, just in case.
Preparing to fight the death slaad on the other side of the portal to Limbo, Atherna, with the three stones orbiting her head making her look like a solar system, drinks a potion of heroism, reads a scroll of longstrider, and casts cat's grace. She then stealthily walks through, with an initiative of 21 (14,17 + 4) and a Stealth of 28 (16,20 + 8). Her owl follows, with an initiative of 11 (10 + 1).
Death Slaad Perception Check: 18 Death Slaad Initiative Roll: 19
You go first with 21 init, plus a surprise round since I failed my perception check.
In an instant, Atherna is upon the aberration, throwing 6 coins up in the air which shatter and turn into a total of 10 gluten-free darts that rocket towards the slaad just as quickly as the bugbear that made them. They form a sort of tornado around their target, one by one driving themselves into its back with near-peerless accuracy.
Missile 1: 30 (13,17 + 9 + 4) to hit, 9 (4 + 5) force damage Missile 2: 28 (18 + 9 + 1) to hit, 8 (4 + 4) force damage Missile 3: 16 (5 + 9 + 2) to hit, 14 (3 + 11) force damage Missile 4: 22 (12 + 9 + 1) to hit, 16 (6 + 10) force damage Missile 5: 26 (16 + 9 + 1) to hit, 16 (7 + 9) force damage After taking 11, 10, 13, 11, 27, 9, 8, 16, and 16 damage, the Death Slaad regenerates 10 hp (59/170), moves closer and casts fireball
Death Slaad casts fireball, Dexterity Save DC 15 to take half of 31 fire damage. As the slaad engulfs her in flame, Atherna, instead of dodging, puts a hand out and collects some of the igneous energy, putting it into her sword.
Dexterity Save: 13 (8 + 4 + 2). 31 fire damage, but... Reaction: absorb elements, resistance to the fire damage (only 15) and 1d6 fire damage on next melee attack
The owl (who was behind the blast) tries to make the loudest sound it can as a distraction. Meanwhile, in retaliation to being attacked, Atherna quickly downs a swirling yellow potion and uses the speed it grants her to strike within the time it takes to blink an eye, flames still dancing along her blade.
Owl's Turn: Action: Help, next attack against slaad has advantage
Atherna's Turn Action: [Tooltip Not Found] Haste Action: Attack (Rapier, +2): 29 (15 + 10 + 4) to hit, 13 (7 + 6) piercing damage and 4 fire damage.
After taking 17 damage, the Death Slaad regenerates 10 hp (52/170), then multiattack
Death Slaad Bite, Attack: 13 Damage: 13, and 7 necrotic Death Slaad Claw 1, Attack: 17 Damage: 12, and 9 necrotic Death Slaad Claw 2, Attack: 10 Damage: 11, and 3 necrotic
The bite finds only air, and each of the claws go wide. To fight back, she summons heavenly spirits to her, which circle her and her foe and occasionally fly into her weapon. She makes a flurry of rapier attacks towards the aberration before her, empowered by speed, radiance, and thunderous force (all while the owl screeches away).
Owl's Turn: Action: Help, next attack against slaad has advantage
Atherna's Turn: Bonus Action: Spirit shroud (radiant): melee attacks deal 1d8 extra radiant damage and prevent healing, and creatures that start turn within 10 ft. have -10 ft. of speed Action: Attack (Extra Attack):
Attack 1 deals 13 damage and 2 radiant Attack 2 deals 13 damage and 8 radiant Haste Attack misses
After taking 36 damage, the Death Slaad is unable to regenerate due to Spirit Shroud (16/170), in a desperate attempt to survive the death slaad will cast a second fireball. As the bead moves past Atherna, as if it misses, it actually detonates in a square behind, just so that the slaad does not get caught in the flames,
fireball Dexterity Save DC 15 to take half of 35 fire damage
During her downtime, Rime will study her next task, a horned devil that guards a portal to one of the nine hells. Apparently, devils are resistant to cold and don’t mind poison and fire at all, also silvered weapons appear to be of some importance when no magic is available. It seems these devils are particularly lazy for their kind but still fairly intelligent. A worthy opponent, she wagers. Still as a backup plan, she gets two 4th level scroll with Psychic Lance, just in case.
Feeling prepared for the upcoming battle, Rime travels to the portal and casts Armor of Agathys (L3) with lightning damage in form of a crackling static field around her (1 sorcery point), casts pass with out trace and creates a barrier of clockwork magic (bastion of law with 5 sorcery points). She refills the third level slot and lost sorcery points with three second and one first level slot. Then she steps through the portal and tries to get unseen to 120 feet distance to the devil.
Stealth: 28 (clockwork balance, 1/3 to cancel disadvantage)
Also, reread something about the Slaad's stat block.
Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects.
So it seems the normal saving throw on Moonbeam was correct. (Disadvantage from Moonbeam, advantage from Slaad.) But that the Erupting Earth should've gotten advantage on the throw.
adv+dis for moonbeam going forward. I'll go over and make sure everything is right
Also, your concentration checks should set the DC to 10 or half of the damage, whichever is higher, so 13 damage is DC 6 and that rounds up to DC 10
Ah, thanks for the reminder on concentration throws. In that case the 12 beats the 10. So Moonbeam is still up
I've retroactively changed too many past rounds due to mistakes. I'm giving you the option to move ahead with the mistakes or go back before the turn you thought fly was disrupted.
1. Fly is gone and the Slaad has 103 hp and just move forward, it will Save from this latest Moonbeam and take Slaad's turn. 2. Retcon back to the turn after rerolling Erupting Earth Save and take your turn.
Preparing to fight the death slaad on the other side of the portal to Limbo, Atherna, with the three stones orbiting her head making her look like a solar system, drinks a potion of heroism, reads a scroll of longstrider, and casts cat's grace. She then stealthily walks through, with an initiative of 21 (14,17 + 4) and a Stealth of 28 (16,20 + 8). Her owl follows, with an initiative of 11 (10 + 1).
Death Slaad Perception Check: 18 Death Slaad Initiative Roll: 19
You go first with 21 init, plus a surprise round since I failed my perception check.
In an instant, Atherna is upon the aberration, throwing 6 coins up in the air which shatter and turn into a total of 10 gluten-free darts that rocket towards the slaad just as quickly as the bugbear that made them. They form a sort of tornado around their target, one by one driving themselves into its back with near-peerless accuracy.
Missile 1: 30 (13,17 + 9 + 4) to hit, 9 (4 + 5) force damage Missile 2: 28 (18 + 9 + 1) to hit, 8 (4 + 4) force damage Missile 3: 16 (5 + 9 + 2) to hit, 14 (3 + 11) force damage Missile 4: 22 (12 + 9 + 1) to hit, 16 (6 + 10) force damage Missile 5: 26 (16 + 9 + 1) to hit, 16 (7 + 9) force damage After taking 11, 10, 13, 11, 27, 9, 8, 16, and 16 damage, the Death Slaad regenerates 10 hp (59/170), moves closer and casts fireball
Death Slaad casts fireball, Dexterity Save DC 15 to take half of 31 fire damage. As the slaad engulfs her in flame, Atherna, instead of dodging, puts a hand out and collects some of the igneous energy, putting it into her sword.
Dexterity Save: 13 (8 + 4 + 2). 31 fire damage, but... Reaction: absorb elements, resistance to the fire damage (only 15) and 1d6 fire damage on next melee attack
The owl (who was behind the blast) tries to make the loudest sound it can as a distraction. Meanwhile, in retaliation to being attacked, Atherna quickly downs a swirling yellow potion and uses the speed it grants her to strike within the time it takes to blink an eye, flames still dancing along her blade.
Owl's Turn: Action: Help, next attack against slaad has advantage
Atherna's Turn Action: [Tooltip Not Found] Haste Action: Attack (Rapier, +2): 29 (15 + 10 + 4) to hit, 13 (7 + 6) piercing damage and 4 fire damage.
After taking 17 damage, the Death Slaad regenerates 10 hp (52/170), then multiattack
Death Slaad Bite, Attack: 13 Damage: 13, and 7 necrotic Death Slaad Claw 1, Attack: 17 Damage: 12, and 9 necrotic Death Slaad Claw 2, Attack: 10 Damage: 11, and 3 necrotic
The bite finds only air, and each of the claws go wide. To fight back, she summons heavenly spirits to her, which circle her and her foe and occasionally fly into her weapon. She makes a flurry of rapier attacks towards the aberration before her, empowered by speed, radiance, and thunderous force (all while the owl screeches away).
Owl's Turn: Action: Help, next attack against slaad has advantage
Atherna's Turn: Bonus Action: Spirit shroud (radiant): melee attacks deal 1d8 extra radiant damage and prevent healing, and creatures that start turn within 10 ft. have -10 ft. of speed Action: Attack (Extra Attack):
Attack 1 deals 13 damage and 2 radiant Attack 2 deals 13 damage and 8 radiant Haste Attack misses
After taking 36 damage, the Death Slaad is unable to regenerate due to Spirit Shroud (16/170), in a desperate attempt to survive the death slaad will cast a second fireball. As the bead moves past Atherna, as if it misses, it actually detonates in a square behind, just so that the slaad does not get caught in the flames,
fireball Dexterity Save DC 15 to take half of 27 fire damage
Instead of absorbing the spell, this time Atherna practically dances out of the way of the massive ball of fire that erupted from behind her, managing to leave the situation with just a couple burns and her spell still running.
Dexterity Save: 22 (14,17 + 4 + 1), 13 fire damage. (I'd cast absorb elements, but I think I technically can't because I casted a bonus action spell) Concentration Save: 25 (13 + 3 + 5 + 4), success
In response, another flurry is directed to the fire-slinging aberration, Atherna's needle-thin rapier piercing its rough exterior and barraging its insides with elemental force each time it does.
Owl's Turn: Action: Help, next attack against slaad has advantage
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Eladan returns to the wardens and agrees to continue on exloring where these portals lead to. He uses his extra gold to upgrade to a +2 shield and a +2 club. He also purchases two herosim potions, two speed potions, five scrolls of stoneskin and some diamond dust. He then returns to the portal, casts stoneskin on himself and steps through. (Cloud Giant)
The first wolf is killed outright with those massive blows. Eladan moves up attacking with thorn whip and BA shifts into a cave bear. The remaining wold attacks again.
Eladan Thorn whip hit: 18 damage: 7
Wolf hit: 22 damage: 11
Kindly put 16 damage on Wolf 2
After taking 7 damage from Thorn whip and 11 damage from Wolf 2, the Cloud Giant (163/200) uses multiattack on the Wolves,
Cloud Giant Morningstar 1, targeting Wolf 1, Attack: Dice rolls not yet available for this section. Damage: Dice rolls not yet available for this section. Cloud Giant Morningstar 2, targeting Wolf 1, Attack: Dice rolls not yet available for this section. Damage: Dice rolls not yet available for this section.
Eladan returns to the wardens and agrees to continue on exloring where these portals lead to. He uses his extra gold to upgrade to a +2 shield and a +2 club. He also purchases two herosim potions, two speed potions, five scrolls of stoneskin and some diamond dust. He then returns to the portal, casts stoneskin on himself and steps through. (Cloud Giant)
The first wolf is killed outright with those massive blows. Eladan moves up attacking with thorn whip and BA shifts into a cave bear. The remaining wold attacks again.
Eladan Thorn whip hit: 18 damage: 7
Wolf hit: 22 damage: 11
Kindly put 16 damage on Wolf 2
After taking 7 damage from Thorn whip and 11 damage from Wolf 2, the Cloud Giant (163/200) uses multiattack on the Wolves,
With the retcons, I'll admit I'm kind of losing my mental place of where the battle is so if you're okay the do-over, that probably makes best sense. I believe I the only consumables I used were the potion of heroism and the potion of haste, so I'll re-add those to my inventory. Initiative: 17+6 = 23
Preparing to fight the death slaad on the other side of the portal to Limbo, Atherna, with the three stones orbiting her head making her look like a solar system, drinks a potion of heroism, reads a scroll of longstrider, and casts cat's grace. She then stealthily walks through, with an initiative of 21 (14,17 + 4) and a Stealth of 28 (16,20 + 8). Her owl follows, with an initiative of 11 (10 + 1).
Death Slaad Perception Check: 18 Death Slaad Initiative Roll: 19
You go first with 21 init, plus a surprise round since I failed my perception check.
In an instant, Atherna is upon the aberration, throwing 6 coins up in the air which shatter and turn into a total of 10 gluten-free darts that rocket towards the slaad just as quickly as the bugbear that made them. They form a sort of tornado around their target, one by one driving themselves into its back with near-peerless accuracy.
Missile 1: 30 (13,17 + 9 + 4) to hit, 9 (4 + 5) force damage Missile 2: 28 (18 + 9 + 1) to hit, 8 (4 + 4) force damage Missile 3: 16 (5 + 9 + 2) to hit, 14 (3 + 11) force damage Missile 4: 22 (12 + 9 + 1) to hit, 16 (6 + 10) force damage Missile 5: 26 (16 + 9 + 1) to hit, 16 (7 + 9) force damage After taking 11, 10, 13, 11, 27, 9, 8, 16, and 16 damage, the Death Slaad regenerates 10 hp (59/170), moves closer and casts fireball
Death Slaad casts fireball, Dexterity Save DC 15 to take half of 31 fire damage. As the slaad engulfs her in flame, Atherna, instead of dodging, puts a hand out and collects some of the igneous energy, putting it into her sword.
Dexterity Save: 13 (8 + 4 + 2). 31 fire damage, but... Reaction: absorb elements, resistance to the fire damage (only 15) and 1d6 fire damage on next melee attack
The owl (who was behind the blast) tries to make the loudest sound it can as a distraction. Meanwhile, in retaliation to being attacked, Atherna quickly downs a swirling yellow potion and uses the speed it grants her to strike within the time it takes to blink an eye, flames still dancing along her blade.
Owl's Turn: Action: Help, next attack against slaad has advantage
Atherna's Turn Action: [Tooltip Not Found] Haste Action: Attack (Rapier, +2): 29 (15 + 10 + 4) to hit, 13 (7 + 6) piercing damage and 4 fire damage.
After taking 17 damage, the Death Slaad regenerates 10 hp (52/170), then multiattack
Death Slaad Bite, Attack: 13 Damage: 13, and 7 necrotic Death Slaad Claw 1, Attack: 17 Damage: 12, and 9 necrotic Death Slaad Claw 2, Attack: 10 Damage: 11, and 3 necrotic
The bite finds only air, and each of the claws go wide. To fight back, she summons heavenly spirits to her, which circle her and her foe and occasionally fly into her weapon. She makes a flurry of rapier attacks towards the aberration before her, empowered by speed, radiance, and thunderous force (all while the owl screeches away).
Owl's Turn: Action: Help, next attack against slaad has advantage
Atherna's Turn: Bonus Action: Spirit shroud (radiant): melee attacks deal 1d8 extra radiant damage and prevent healing, and creatures that start turn within 10 ft. have -10 ft. of speed Action: Attack (Extra Attack):
Attack 1 deals 13 damage and 2 radiant Attack 2 deals 13 damage and 8 radiant Haste Attack misses
After taking 36 damage, the Death Slaad is unable to regenerate due to Spirit Shroud (16/170), in a desperate attempt to survive the death slaad will cast a second fireball. As the bead moves past Atherna, as if it misses, it actually detonates in a square behind, just so that the slaad does not get caught in the flames,
fireball Dexterity Save DC 15 to take half of 27 fire damage
Instead of absorbing the spell, this time Atherna practically dances out of the way of the massive ball of fire that erupted from behind her, managing to leave the situation with just a couple burns and her spell still running.
Dexterity Save: 22 (14,17 + 4 + 1), 13 fire damage. (I'd cast absorb elements, but I think I technically can't because I casted a bonus action spell) Concentration Save: 25 (13 + 3 + 5 + 4), success
In response, another flurry is directed to the fire-slinging aberration, Atherna's needle-thin rapier piercing its rough exterior and barraging its insides with elemental force each time it does.
Owl's Turn: Action: Help, next attack against slaad has advantage
Eladan returns to the wardens and agrees to continue on exloring where these portals lead to. He uses his extra gold to upgrade to a +2 shield and a +2 club. He also purchases two herosim potions, two speed potions, five scrolls of stoneskin and some diamond dust. He then returns to the portal, casts stoneskin on himself and steps through. (Cloud Giant)
The first wolf is killed outright with those massive blows. Eladan moves up attacking with thorn whip and BA shifts into a cave bear. The remaining wold attacks again.
Eladan Thorn whip hit: 18 damage: 7
Wolf hit: 22 damage: 11
Kindly put 16 damage on Wolf 2
After taking 7 damage from Thorn whip and 11 damage from Wolf 2, the Cloud Giant (163/200) uses multiattack on the Wolves,
Cloud Giant Morningstar 1, targeting Wolf 1, Attack: Dice rolls not yet available for this section. Damage: Dice rolls not yet available for this section. Cloud Giant Morningstar 2, targeting Wolf 1, Attack: Dice rolls not yet available for this section. Damage: Dice rolls not yet available for this section.
(It’s broken again)
Quote from NathanAscher >> Quote from Mikey1000 >> Quote from NathanAscher >> Quote from Mikey1000 >> Eladan returns to the wardens and agrees to continue on exloring where these portals lead to. He uses his extra gold to upgrade to a +2 shield and a +2 club. He also purchases two herosim potions, two speed potions, five scrolls of stoneskin and some diamond dust. He then returns to the portal, casts stoneskin on himself and steps through. (Cloud Giant)
The first wolf is killed outright with those massive blows. Eladan moves up attacking with thorn whip and BA shifts into a cave bear. The remaining wold attacks again.
Eladan Thorn whip hit: 18 damage: 7
Wolf hit: 22 damage: 11
Kindly put 16 damage on Wolf 2
After taking 7 damage from Thorn whip and 11 damage from Wolf 2, the Cloud Giant (163/200) uses multiattack on the Wolves,
Ah, thanks for the reminder on concentration throws. In that case the 12 beats the 10. So Moonbeam is still up
Moonbeam
Damage: 6+5 = 11
CON 15 for half damage
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
Congratulations. The Hydra is no more.
Kindly put 16 damage on Wolf 2
After taking 7 damage from Thorn whip and 11 damage from Wolf 2, the Cloud Giant (163/200) uses multiattack on the Wolves,
Cloud Giant Morningstar 1, targeting Wolf 1, Attack: 15 Damage: 18
Cloud Giant Morningstar 2, targeting Wolf 1, Attack: 32 Damage: 39
Adding 8 hp back to total
Gray Slaad save against erupting earth, Dexterity Save DC 15 vs 7
Rerolling for advantage against magic attacks 15
Saves against the 25 damage from Erupting Earth, so gets 13 hp back due to retcon
82+8+13 = 103
Now that the Erupting Earth only did 12 damage, half is DC 6 and rounding up is just a DC 10, so fly is still working.
I'll try not to retcon this much going forward. We can also call something like this a "do over" and start over if you like.
Rime harvests the fallen hydra for ingredients of potions and spells, and returns to the warden’s outpost. From the spoils she buys a 5th level scroll (640gp), refills the stock of her potions, orders ten silvered darts (1000gp), a crossbow +3 with twenty bolts +2 (18000gp) and a ring of spell storing (240000). Over the course of a few days she tries to cast the scroll on the ring (DC 15 Charsima Check with Eagles Grace advantage: 16, 17, 21 (this will determine how many scrolls Rime needs to buy, she stops after the first success)).
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
During her downtime, Rime will study her next task, a horned devil that guards a portal to one of the nine hells. Apparently, devils are resistant to cold and don’t mind poison and fire at all, also silvered weapons appear to be of some importance when no magic is available. It seems these devils are particularly lazy for their kind but still fairly intelligent. A worthy opponent, she wagers. Still as a backup plan, she gets two 4th level scroll with Psychic Lance, just in case.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
Clarification Question: I'm assuming this doesn't count as the 1 of 2 disengage/hide/etc for threefold as the Slaad has another fireball slot at the moment. But please correct me if I'm wrong.
Feel free to disengage and avoid. It's good tactics to do so. When you don't engage an enemy that doesn't have ranged attacks and you can out speed and out maneuver them, that's when the threefold rule comes into play. It will make the combats take longer and instead of tracking only damage, we have to track distance, movement, etc. Ideally, threefold rule means you should either move into a creature's single movement range on turn 3 or simply engage into melee on turn 3.
For the gray slaad specifically, I have a DM ruling for using polymorph to gain spell slots and spell like abilities. Because it gets polymorph at-will, it would be unfair to use this to gain an infinite number of spell slots just by polymorphing back and forth. Otherwise, I could simply turn into a humanoid with a ranged attack and be on even footing with an avoid and evade build.
Cool, Damage Resistances Cold ;)
Attack 1 deals 13 damage and 2 radiant
Attack 2 deals 13 damage and 8 radiant
Haste Attack misses
After taking 36 damage, the Death Slaad is unable to regenerate due to Spirit Shroud (16/170), in a desperate attempt to survive the death slaad will cast a second fireball. As the bead moves past Atherna, as if it misses, it actually detonates in a square behind, just so that the slaad does not get caught in the flames,
fireball Dexterity Save DC 15 to take half of 35 fire damage
Feeling prepared for the upcoming battle, Rime travels to the portal and casts Armor of Agathys (L3) with lightning damage in form of a crackling static field around her (1 sorcery point), casts pass with out trace and creates a barrier of clockwork magic (bastion of law with 5 sorcery points). She refills the third level slot and lost sorcery points with three second and one first level slot. Then she steps through the portal and tries to get unseen to 120 feet distance to the devil.
Stealth: 28 (clockwork balance, 1/3 to cancel disadvantage)
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
I've retroactively changed too many past rounds due to mistakes. I'm giving you the option to move ahead with the mistakes or go back before the turn you thought fly was disrupted.
1. Fly is gone and the Slaad has 103 hp and just move forward, it will Save from this latest Moonbeam and take Slaad's turn.
2. Retcon back to the turn after rerolling Erupting Earth Save and take your turn.
Now that the Erupting Earth only did 12 damage, half is DC 6 and rounding up is just a DC 10, so fly is still working.
I'll try not to retcon this much going forward. We can also call something like this a "do over" and start over if you like.
With the retcons, I'll admit I'm kind of losing my mental place of where the battle is so if you're okay the do-over, that probably makes best sense.
I believe I the only consumables I used were the potion of heroism and the potion of haste, so I'll re-add those to my inventory.
Initiative: 17+6 = 23
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
Instead of absorbing the spell, this time Atherna practically dances out of the way of the massive ball of fire that erupted from behind her, managing to leave the situation with just a couple burns and her spell still running.
Dexterity Save: 22 (
14,17 + 4 + 1), 13 fire damage. (I'd cast absorb elements, but I think I technically can't because I casted a bonus action spell)Concentration Save: 25 (13 + 3 + 5 + 4), success
In response, another flurry is directed to the fire-slinging aberration, Atherna's needle-thin rapier piercing its rough exterior and barraging its insides with elemental force each time it does.
Owl's Turn:
Action: Help, next attack against slaad has advantage
Atherna's Turn:
Action: Attack:
14,18 + 10 + 1) to hit; 10 (4 + 6) piercing damage, 1 thunder damage (resisted), 8 radiant damage, 7 thunder damage (resisted) on movement, no healingHaste Action: Attack (Rapier, +2): 24 (11 + 10 + 3) to hit; 11 (5 + 6) piercing damage, 1 radiant damage, no healing
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
The remaining wolf is crushed by the giant. After the giant attacks, Eladan counter attacks:
Bite hit: 10 damege: 11
claw hit: 8 damage 12
Gray Slaad initiative 5
Congratulations, you made the Death Slaad dead.
Alrighty.
Roger down a potion of heroism, assumes the starry archer, lets off a starry blast, and moves back 30ft.
Action: Drink Potion
Bonus Action: Starry Archer
To-Hit: 13+7 = 20
Damage: 7+4 = 11
Movement: 30ft back (90ft from slaad)
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
The Cloud Giant (163/200) uses multiattack on Eladan,
Cloud Giant Morningstar 1, targeting Eladan, Attack: 15 Damage: 23
Cloud Giant Morningstar 2, targeting Eladan, Attack: 30 Damage: 17