I don't think anything changed Akkron's actions except that maybe the illusory dragon angled its cone a little bit to make sure it doesn't hit the commander.
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Legendary Action, init 20 Tail Attack on the Commander with disadvantage Tail, Commander Bernard, Attack: 18 Damage: 22
Round 6 1. Followers first phase 2. Legendary Action 1 3. Your turn 3. Legendary Action 2 << We are here 4. Lair Action 5. Followers second phase 6. Legendary Action 3 7 Dragon's turn 8. Followers third phase
This post has potentially manipulated dice roll results.
Commander Bernard, init 2 (87/94) Bonus Action, Second Wind, Unable to parse dice roll. plus Unable to parse dice roll. plus 23 Damage: 7 Longsword, Extra Attack, Precision Attack, AWD, Attack: 1 plus Unable to parse dice roll. plus 23 Damage: 8 Both hit AWD for 15 damage, and the Commander cries out, "Keep the pressure on!" AWD (210/333) Legendary Action, init 20 Tail Attack on the Commander with disadvantage Tail, Commander Bernard, Attack: 18 Damage: 22 misses the Commander's AC 22
Lair Action, init 20 Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
Actually... regarding the lair action, the dragon can't see Akkron because he's invisible right now; maybe it attacked the shadow dragon instead? Not that it makes a huge difference since the ice shard missed either way.
This post has potentially manipulated dice roll results.
Inquisitor Reggie, init 18, frightened, 6 temps -17 (20/31) Bonus action second wind 8 reads a scroll of magic missile 10 saves vs frightened Wis DC 16 vs 7
Infantry Soldier 1, init 15, (-3/22) makes first death save 12
Infantry Soldier 4, init 14, (15/22) Bonus action second wind 3 Longsword, Attack: 1 plus 22 Damage: 12
Infantry Soldier 2, init 13, (-3/22) makes first death save 17
Artillery Soldier 2, init 11, frightened Heavy Crossbow, Attack: 1 plus 14 Damage: 9 saves vs frightened Wis DC 16 vs 17
Bard Tali, init 10 Move and cast healing word on Infantry Soldier 1
Ranger Yoku, init 9, frightened Moves into 90 feet, bonus action casts Hunter's Mark Whispers, "Swift death to you who have wronged me." Advantage from Oath, Disadvantage from frightened Oathbow, Precision Attack, Adv+Dis, Hunter's Mark, Colossus Slayer, Attack: 1 plus 5 plus 16 Damage: 27 Oathbow, Extra Attack, Precision Attack, Adv+Dis, Hunter's Mark, Colossus Slayer, Attack: 2 plus 1 plus 15 Damage: 24 saves vs frightened Wis DC 16 vs 24
Artillery Soldier 2, init 8, frightened Heavy Crossbow, Attack: 1 plus 13 Damage: 8 saves vs frightened Wis DC 16 vs 20
Artillery Soldier 3, init 8, frightened Heavy Crossbow, Attack: 3 plus 16 Damage: 7 saves vs frightened Wis DC 16 vs 10
Inquisitor Reggie, init 18, frightened, 6 temps -17 (20/31) Bonus action second wind 13 Reggie (31/31) reads a scroll of magic missile 13 AWD (197/333) saves vs frightened Wis DC 16 vs 8 (failed)
Infantry Soldier 1, init 15, (-3/22) makes first death save 11, 1-0
Infantry Soldier 3, init 15, (15/22) Second Wind BA 6 Longsword, Attack: 2 plus 25 Damage: 6 AWD (191/333)
Infantry Soldier 4, init 14, (15/22) Bonus action second wind 5 IS4 (20/22) Longsword, Attack: 4 plus 8 Damage: 6
Infantry Soldier 2, init 13, (-3/22) makes first death save 10, 1-0
Artillery Soldier 2, init 11, frightened Heavy Crossbow, Attack: 2 plus 10 Damage: 9 saves vs frightened Wis DC 16 vs 6
Bard Tali, init 10 Move and cast healing word on Infantry Soldier 1 6
Ranger Yoku, init 9, frightened Moves into 90 feet, bonus action casts Hunter's Mark Whispers, "Swift death to you who have wronged me." Advantage from Oath, Disadvantage from frightened Oathbow, Precision Attack, Adv+Dis, Hunter's Mark, Colossus Slayer, Attack: 2 plus 5 plus 18 Damage: 18 AWD (173/333) Oathbow, Extra Attack, Precision Attack, Adv+Dis, Hunter's Mark, Colossus Slayer, Attack: 1 plus 6 plus 20 Damage: 21 AWD (152/333) saves vs frightened Wis DC 16 vs 20 No longer frightened
Artillery Soldier 2, init 8, frightened Heavy Crossbow, Attack: 4 plus 7 Damage: 6 (miss) saves vs frightened Wis DC 16 vs 13 (still frightened)
Artillery Soldier 3, init 8, frightened Heavy Crossbow, Attack: 3 plus 23 Damage: 13 AWD (139/333) saves vs frightened Wis DC 16 vs 19 (saved)
Actually... regarding the lair action, the dragon can't see Akkron because he's invisible right now; maybe it attacked the shadow dragon instead?
Call it sense or he can hear you, he spent his last Lair Action rolling a Perception 29 with disadvantage to pinpoint you. And his Lair Action attack +7 was at disadvantage too.
This post has potentially manipulated dice roll results.
Legendary Action 3, init 8 Tail Attack on the Commander with disadvantage Tail, Commander Bernard, Attack: 23 Damage: 16
Ancient White Dragon, init 4, hitpoints (139/333) Cold Breath Recharge 5-6, 4
Round 6 1. Followers first phase 2. Legendary Action 1 3. Your turn 3. Legendary Action 2 4. Lair Action 5. Followers second phase 6. Legendary Action 3 7 Dragon's turn << We are here 8. Followers third phase
Ancient White Dragon, init 4, hitpoints (139/333) Cold Breath Recharge 5-6, 3 AWD will multiattack Commander Bernard Bite, disadv, Attack: 18 Damage: 17, plus 10 cold Claw 1, disadv, Attack: 28 Damage: 15 Claw 2, disadv, Attack: 28 Damage: 17
Commander Bernard, init 2 hp TBD Longsword, Precision Attack, AWD, Attack: 2 plus Unable to parse dice roll. plus 26 Damage: 11 Longsword, Extra Attack, Precision Attack, AWD, Attack: 2 plus Unable to parse dice roll. plus 22 Damage: 10
Round 6 1. Followers first phase 2. Legendary Action 1 3. Your turn 3. Legendary Action 2 4. Lair Action 5. Followers second phase 6. Legendary Action 3 7 Dragon's turn 8. Followers third phase
Round 7 1. Followers first phase << We are here 2. Legendary Action 1 3. Your turn 3. Legendary Action 2 4. Lair Action 5. Followers second phase 6. Legendary Action 3 7 Dragon's turn 8. Followers third phase
This post has potentially manipulated dice roll results.
Wizard Gaius, init 22, frightened casts magic missile 10 saves vs fear Wis DC 16 15
Artillery Soldier 4, init 21, Failed fear save, end of turn save again Wis DC 16 vs 24 Heavy Crossbow, Adv, Ancient White Dragon, Attack: 3 plus 24 Damage: 14 Legendary Action 1, init 21 Tail Attack on the Commander (48/94) with disadvantage Tail, Commander Bernard, Attack: 23 Damage: 16
Round 7 1. Followers first phase 2. Legendary Action 1 3. Your turn << We are here 3. Legendary Action 2 4. Lair Action 5. Followers second phase 6. Legendary Action 3 7 Dragon's turn 8. Followers third phase
Wizard Gaius, init 22, frightened casts magic missile 10 AWD (108/333) saves vs fear Wis DC 16 7 (failed)
Artillery Soldier 4, init 21, Failed fear save, end of turn save again Wis DC 16 vs 24 Heavy Crossbow, Adv, Ancient White Dragon, Attack: 4 plus 21 Damage: 12 AWD (96/333) Legendary Action 1, init 21 Tail Attack on the Commander (48/94) with disadvantage Tail, Commander Bernard, Attack: 26 Damage: 13 CMD (35/94)
With his bonus action, Akkron causes the illusory dragon to exhale a blast of necrotic death at the AWD, DC 22 INT save vs. 22 necrotic damage (half damage on success)
With his action, Akkron casts tasha's mind whip on the AWD, dealing 8 psychic damage on a failed DC 22 INT save, half on a successful save. The dragon also must choose between an action, move, or bonus action on its next turn if it fails the save (the strategy right now is just to keep the dragon locked down and wail on it relentlessly). It also cannot take reactions if it fails the save, so the commander can retreat safely if he needs to.
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With his bonus action, Akkron causes the illusory dragon to exhale a blast of necrotic death at the AWD, DC 22 INT save vs. 22 necrotic damage (half damage on success)
With his action, Akkron casts tasha's mind whip on the AWD, dealing 8 psychic damage on a failed DC 22 INT save, half on a successful save. The dragon also must choose between an action, move, or bonus action on its next turn if it fails the save (the strategy right now is just to keep the dragon locked down and wail on it relentlessly). It also cannot take reactions if it fails the save, so the commander can retreat safely if he needs to.
Ancient White Dragon saves against the illusory Dragon's exhale blast energy, Intelligence Save DC 22 vs 8, Save AWD (85/333) Fail AWD (74/333)
Then against tasha's mind whip, Intelligence Save DC 22 vs 3 or take 8 damage or 4 on save
With his bonus action, Akkron causes the illusory dragon to exhale a blast of necrotic death at the AWD, DC 22 INT save vs. 22 necrotic damage (half damage on success)
With his action, Akkron casts tasha's mind whip on the AWD, dealing 8 psychic damage on a failed DC 22 INT save, half on a successful save. The dragon also must choose between an action, move, or bonus action on its next turn if it fails the save (the strategy right now is just to keep the dragon locked down and wail on it relentlessly). It also cannot take reactions if it fails the save, so the commander can retreat safely if he needs to.
Ancient White Dragon saves against the illusory Dragon's exhale blast energy, Intelligence Save DC 22 vs 8, Save AWD (85/333) Fail AWD (74/333)
Then against tasha's mind whip, Intelligence Save DC 22 vs 3 or take 8 damage or 4 on save
Then Roxo will hit three times for 15, 10, 11
The AWD gets reduced to 30/333
Legendary Action 2, init 20 Rearing up in a final attack, the Ancient White Dragon will use a Wing Attack (ruling that Legendary actions are not effected by loss of reaction) In a 15 foot burst, Unable to parse dice roll. Reggie, Dexterity Save 4 Infantry Soldier 3, Dexterity Save 2 Infantry Soldier 4, Dexterity Save 15 Roxo, Dexterity Save 13
Lair Action, init 20 Freezing fog, 20-foot-radius sphere centered on the AWD Constitution Save DC 10 for Unable to parse dice roll. Reggie, Dexterity Save 21 Infantry Soldier 3, Dexterity Save 10 Infantry Soldier 4, Dexterity Save 13 Roxo, Dexterity Save 19
Round 7 1. Followers first phase 2. Legendary Action 1 3. Your turn 3. Legendary Action 2 << We are here 4. Lair Action << We are here 5. Followers second phase 6. Legendary Action 3 7 Dragon's turn 8. Followers third phase
After taking 14, 2 damage and knocked prone, Commander Bernard (30/94) After taking 14, 4 damage and knocked prone, Reggie (13/31) After taking 14, 2 damage and knocked prone, Infantry Soldier 3 (6/22) After taking 14, 2 damage and knocked prone, Infantry Soldier 3 (4/22) After taking 14, 2 damage and knocked prone, Roxo (TBD)
Inquisitor Reggie, init 18, frightened (13/31) Reggie stands up and reads his last scroll of magic missile 7 saves vs frightened Wis DC 16 vs 11
Infantry Soldier 1, init 15, 30 feet away from AWD (5/22) moves into melee and attacks the AWD Longsword, Attack: 2 plus 11 Damage: 9
Infantry Soldier 3, init 15 (6/22) stands up and attacks the AWD Longsword, Attack: 4 plus 8 Damage: 10
Infantry Soldier 4, init 14 stands up and attacks the AWD Longsword, Attack: 3 plus 17 Damage: 10
Infantry Soldier 2, init 13, 30 feet away and dying (-3/22) makes first death save 10, 1-0 makes second death save 19
Artillery Soldier 1, init 11, frightened Heavy Crossbow, Attack: 1 plus 22 Damage: 8 saves vs frightened Wis DC 16 vs 8
Bard Tali, init 10 Healing word on Infantry Soldier 2 7
Round 7 1. Followers first phase 2. Legendary Action 1 3. Your turn 3. Legendary Action 2 4. Lair Action 5. Followers second phase << We are here 6. Legendary Action 3 7 Dragon's turn 8. Followers third phase
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I don't think anything changed Akkron's actions except that maybe the illusory dragon angled its cone a little bit to make sure it doesn't hit the commander.
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Legendary Action, init 20
Tail Attack on the Commander with disadvantage
Tail, Commander Bernard, Attack: 18 Damage: 22
Round 6
1. Followers first phase
2. Legendary Action 1
3. Your turn
3. Legendary Action 2 << We are here
4. Lair Action
5. Followers second phase
6. Legendary Action 3
7 Dragon's turn
8. Followers third phase
Commander Bernard, init 2 (87/94)
Bonus Action, Second Wind, Unable to parse dice roll. plus Unable to parse dice roll. plus 23 Damage: 7
Longsword, Extra Attack, Precision Attack, AWD, Attack: 1 plus Unable to parse dice roll. plus 23 Damage: 8
Both hit AWD for 15 damage, and the Commander cries out, "Keep the pressure on!" AWD (210/333)
Legendary Action, init 20
Tail Attack on the Commander with disadvantage
Tail, Commander Bernard, Attack: 18 Damage: 22
misses the Commander's AC 22
Lair Action, init 20
Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
Jagged Ice Shards 1, Reggie, Disadvantage, Attack: 9 Damage: 4
Jagged Ice Shards 2, Commander Bernard, Disadvantage, Attack: 22 Damage: 8
Jagged Ice Shards 3, Paragon Akkron, Disadvantage, Attack: 18 Damage: 13
Actually... regarding the lair action, the dragon can't see Akkron because he's invisible right now; maybe it attacked the shadow dragon instead? Not that it makes a huge difference since the ice shard missed either way.
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
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Inquisitor Reggie, init 18, frightened, 6 temps -17 (20/31)
Bonus action second wind 8
reads a scroll of magic missile 10
saves vs frightened Wis DC 16 vs 7
Infantry Soldier 1, init 15, (-3/22)
makes first death save 12
Infantry Soldier 3, init 15, (15/22)
Longsword, Attack: 2 plus 24 Damage: 7
Infantry Soldier 4, init 14, (15/22)
Bonus action second wind 3
Longsword, Attack: 1 plus 22 Damage: 12
Infantry Soldier 2, init 13, (-3/22)
makes first death save 17
Artillery Soldier 2, init 11, frightened
Heavy Crossbow, Attack: 1 plus 14 Damage: 9
saves vs frightened Wis DC 16 vs 17
Bard Tali, init 10
Move and cast healing word on Infantry Soldier 1
Ranger Yoku, init 9, frightened
Moves into 90 feet, bonus action casts Hunter's Mark
Whispers, "Swift death to you who have wronged me." Advantage from Oath, Disadvantage from frightened
Oathbow, Precision Attack, Adv+Dis, Hunter's Mark, Colossus Slayer, Attack: 1 plus 5 plus 16 Damage: 27
Oathbow, Extra Attack, Precision Attack, Adv+Dis, Hunter's Mark,
Colossus Slayer, Attack: 2 plus 1 plus 15 Damage: 24saves vs frightened Wis DC 16 vs 24
Artillery Soldier 2, init 8, frightened
Heavy Crossbow, Attack: 1 plus 13 Damage: 8
saves vs frightened Wis DC 16 vs 20
Artillery Soldier 3, init 8, frightened
Heavy Crossbow, Attack: 3 plus 16 Damage: 7
saves vs frightened Wis DC 16 vs 10
Call it sense or he can hear you, he spent his last Lair Action rolling a Perception 29 with disadvantage to pinpoint you. And his Lair Action attack +7 was at disadvantage too.
Legendary Action 3, init 8
Tail Attack on the Commander with disadvantage
Tail, Commander Bernard, Attack: 23 Damage: 16
Ancient White Dragon, init 4, hitpoints (139/333)
Cold Breath Recharge 5-6, 4
Round 6
1. Followers first phase
2. Legendary Action 1
3. Your turn
3. Legendary Action 2
4. Lair Action
5. Followers second phase
6. Legendary Action 3
7 Dragon's turn << We are here
8. Followers third phase
Ancient White Dragon, init 4, hitpoints (139/333)
Cold Breath Recharge 5-6, 3
AWD will multiattack Commander Bernard
Bite, disadv, Attack: 18 Damage: 17, plus 10 cold
Claw 1, disadv, Attack: 28 Damage: 15
Claw 2, disadv, Attack: 28 Damage: 17
Commander Bernard, init 2 hp TBD
Longsword, Precision Attack, AWD, Attack: 2 plus Unable to parse dice roll. plus 26 Damage: 11
Longsword, Extra Attack, Precision Attack, AWD, Attack: 2 plus Unable to parse dice roll. plus 22 Damage: 10
Round 6
1. Followers first phase
2. Legendary Action 1
3. Your turn
3. Legendary Action 2
4. Lair Action
5. Followers second phase
6. Legendary Action 3
7 Dragon's turn
8. Followers third phase
Round 7
1. Followers first phase << We are here
2. Legendary Action 1
3. Your turn
3. Legendary Action 2
4. Lair Action
5. Followers second phase
6. Legendary Action 3
7 Dragon's turn
8. Followers third phase
Wizard Gaius, init 22, frightened
casts magic missile 10
saves vs fear Wis DC 16 15
Artillery Soldier 4, init 21,
Failed fear save, end of turn save again Wis DC 16 vs 24
Heavy Crossbow, Adv, Ancient White Dragon, Attack: 3 plus 24 Damage: 14
Legendary Action 1, init 21
Tail Attack on the Commander (48/94) with disadvantage
Tail, Commander Bernard, Attack: 23 Damage: 16
Round 7
1. Followers first phase
2. Legendary Action 1
3. Your turn << We are here
3. Legendary Action 2
4. Lair Action
5. Followers second phase
6. Legendary Action 3
7 Dragon's turn
8. Followers third phase
Roxo breath weapon recharge: 1
With his bonus action, Akkron causes the illusory dragon to exhale a blast of necrotic death at the AWD, DC 22 INT save vs. 22 necrotic damage (half damage on success)
With his action, Akkron casts tasha's mind whip on the AWD, dealing 8 psychic damage on a failed DC 22 INT save, half on a successful save. The dragon also must choose between an action, move, or bonus action on its next turn if it fails the save (the strategy right now is just to keep the dragon locked down and wail on it relentlessly). It also cannot take reactions if it fails the save, so the commander can retreat safely if he needs to.
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Roxo will also charge in (flying if necessary) next to the Commander and multi-attack the AWD:
Bite
Attack: 21 Damage: 23 (piercing) + 6 (force)
Claws 1
Attack: 19 Damage: 7
Claws 2
Attack: 28 Damage: 8
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Ancient White Dragon saves against the illusory Dragon's exhale blast energy, Intelligence Save DC 22 vs 8,
Save AWD (85/333)
Fail AWD (74/333)
Then against tasha's mind whip, Intelligence Save DC 22 vs 3 or take 8 damage or 4 on save
Then Roxo will hit three times for 15, 10, 11
The AWD gets reduced to 30/333
Legendary Action 2, init 20
Rearing up in a final attack, the Ancient White Dragon will use a Wing Attack (ruling that Legendary actions are not effected by loss of reaction)
In a 15 foot burst, Unable to parse dice roll.
Reggie, Dexterity Save 4
Infantry Soldier 3, Dexterity Save 2
Infantry Soldier 4, Dexterity Save 15
Roxo, Dexterity Save 13
Lair Action, init 20
Freezing fog, 20-foot-radius sphere centered on the AWD Constitution Save DC 10 for Unable to parse dice roll.
Reggie, Dexterity Save 21
Infantry Soldier 3, Dexterity Save 10
Infantry Soldier 4, Dexterity Save 13
Roxo, Dexterity Save 19
Round 7
1. Followers first phase
2. Legendary Action 1
3. Your turn
3. Legendary Action 2 << We are here
4. Lair Action << We are here
5. Followers second phase
6. Legendary Action 3
7 Dragon's turn
8. Followers third phase
Wing Attack 14
Freezing fog 4
Commander Bernard, Dex Save 9
Commander Bernard, Con Save 12
Commander Bernard reroll second wind 19
After taking 14, 2 damage and knocked prone, Commander Bernard (30/94)
After taking 14, 4 damage and knocked prone, Reggie (13/31)
After taking 14, 2 damage and knocked prone, Infantry Soldier 3 (6/22)
After taking 14, 2 damage and knocked prone, Infantry Soldier 3 (4/22)
After taking 14, 2 damage and knocked prone, Roxo (TBD)
Inquisitor Reggie, init 18, frightened (13/31)
Reggie stands up and reads his last scroll of magic missile 7
saves vs frightened Wis DC 16 vs 11
Infantry Soldier 1, init 15, 30 feet away from AWD (5/22)
moves into melee and attacks the AWD
Longsword, Attack: 2 plus 11 Damage: 9
Infantry Soldier 3, init 15 (6/22)
stands up and attacks the AWD
Longsword, Attack: 4 plus 8 Damage: 10
Infantry Soldier 4, init 14
stands up and attacks the AWD
Longsword, Attack: 3 plus 17 Damage: 10
Infantry Soldier 2, init 13, 30 feet away and dying (-3/22)
makes first death save 10, 1-0
makes second death save 19
Artillery Soldier 1, init 11, frightened
Heavy Crossbow, Attack: 1 plus 22 Damage: 8
saves vs frightened Wis DC 16 vs 8
Bard Tali, init 10
Healing word on Infantry Soldier 2 7
Round 7
1. Followers first phase
2. Legendary Action 1
3. Your turn
3. Legendary Action 2
4. Lair Action
5. Followers second phase << We are here
6. Legendary Action 3
7 Dragon's turn
8. Followers third phase