She also uses her bonus action on the second round to deal 5 psychic damage to the beast through her hex.
For the crit on the first round, the hex deals an extra 6 points of necrotic damage that wasn't accounted for in the original post.
BB1 takes 12, 1, 10, 6, 22, 3, and 6 for a total of 60 damage. BB1 (69/189) BB1 takes 10, 2, 9, 4, 7, 6, total of 38 damage. BB1 (31/189)
Assuming that Bridgette saw the reaction antimanic swipe and moved back to be more than 10 feet away, BB1 saves it's reaction for the next caster to come close.
Hold Monster @ Blazebear, WIS Save DC 20 or paralyzed, May repeat save at end of each turn
Possible Reaction: Silvery Barbs if it succeeds the WIS save, Give advantage to Bridgette
BB1 reaction Antimagic Swipe targeting Talorin, Attack: 31 Damage: 29 on hit Intelligence Save DC 15 or Casting Hold Monster fails.
If Antimagic Swip misses or If Talorin makes his Intelligence Save, BB1 Wisdom Save DC 20 vs 13, (silvery barbs reroll 11)
Reaction Antimagic Swipe. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature casting a spell of 3rd level or lower. Hit: 22 (4d10) force damage, and the target must succeed on a DC 15 Intelligence saving throw or the spell fails and has no effect.
Hold Monster is a 5th level spell. So Antimagic Swipe won't apply to that. And looks like it failed the WIS save without needing Silvery Barbs which would've triggered the reaction. (Yeehaw!)
With the Blazebear Paralyzed Talorin calls in divine magic to bathe it in radiant light.
Hold Monster is a 5th level spell. So Antimagic Swipe won't apply to that. And looks like it failed the WIS save without needing Silvery Barbs which would've triggered the reaction. (Yeehaw!)
Skip, Reverse, Draw Four
Sacred Flame @ Blazebear, Damage: 2+6+1 = 9 radiant Blazebear automatically fails the save due to Paralyzed.
Overhang Two tunnels branch off opposite sides of this thirty-foot-high cavern. The tunnels reconvene at an overhang fifteen feet above the eastern passage.
Bridge A wood-and-steel captain’s chair tops the platform in the center of this room. Slumped in the chair is a skeletal corpse wearing Cyran regalia. The skeleton wears a silver helmet with a sizable dent. A view port made from shimmering crystal overlooks the mists of the Mournland.
A creature that dons the helmet must make a DC 13 Constitution saving throw. On a failed save, the creature has the incapacitated condition for 1 minute. On a successful save, they see the following vision (same as the vision given by the ghost)
As if through the eyes of a soaring bird, you see a titanic stone statue standing amid a circle of glowing sigils. A dozen robed figures, as small as ants, stand around the circle and murmur arcane words, their heads bowed in concentration. Impossibly, the stone colossus begins to levitate. As silvery light swirls around the colossus, the ground quakes, breaking the mages’ focus. The colossus is buried in crumbling stone, surrounded by shifting mountains and sickly gray clouds. Years pass in rapid succession while the colossus stands like a stone sentinel, stuck inside the craggy mountainside.
Collapsed Antigravity Well Rubble chokes this shaft. A steady trickle of gray liquid burbles through the rubble.
Without the aid of antigravity magic, a creature can climb the notched walls inside the shaft only by succeeding on a DC 12 Strength (Athletics) check (or fly if you got that)
Round 1 stone golem SG1 (178/178) Bridgette, Necyra, Talorin, Trystane, Yurgojin << your turn
Damage Immunities: Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine Magic Resistance: The golem has advantage on saving throws against spells and other magical effects.
Necyra, her eyes fixed on the towering stone golem, knew that this would be a challenging battle. With a focused concentration, she channeled her divine energy, her hands glowing with a soft, ethereal light. She cast the Bless @ 3rd Level spell, a warm, comforting sensation washing over the party, empowering them for the fight ahead.
@everyone, please add 1d4 to every attack roll or saving throw roll for the next 10 rounds.
Bridgette will go ahead and use her bonus action to move her hex to the stone golem (I assume that it hasn't been an hour yet and she is still holding concentration on her spell), then unleash three [Tooltip Not Found] beams in its face.
Bridgette will go ahead and use her bonus action to move her hex to the stone golem (I assume that it hasn't been an hour yet and she is still holding concentration on her spell), then unleash three [Tooltip Not Found] beams in its face.
Trystane easily sidestep the slow golems slam attacks and dives under the second attack to deliver a devastating strike of his own.
Bonus: unarmed strike @BB1, hit 31+1 for 18 magical slashing and 7 lightning damage Action: two unarmed strike attacks @BB1 1st hit 35+3 (critical hit) for 18 magical slashing and 14 lightning damage 2nd hit 23+1 for 15 magical slashing and 2 lightning damage
[[ think the golem is down 41hp left already, right? ]]
Talorin joins the barrage the others unleash, making use of the golem's non-dexterous form. ( With a -1 to DEX Saves against DC 20, highest it can get is a 19.)
After calling down radiant light he then taps in a hotter magic, sending a quick ball of fire to explode behind the golem, bathing it in flame.
Bonus Action: Fireball 4th level //spend two sorcery points for Quickened Spell placed in the air so that the bottom of the ball catches the golem. Damage: 3+5+5+5+1+6+5+4+4 = 38 fire
Necyra, her eyes fixed on the towering stone golem, knew that this would be a challenging battle. With a focused concentration, she channeled her divine energy, her hands glowing with a soft, ethereal light. She cast the Bless @ 3rd Level spell, a warm, comforting sensation washing over the party, empowering them for the fight ahead.
@everyone, please add 1d4 to every attack roll or saving throw roll for the next 10 rounds.
Bridgette will go ahead and use her bonus action to move her hex to the stone golem (I assume that it hasn't been an hour yet and she is still holding concentration on her spell), then unleash three [Tooltip Not Found] beams in its face.
Trystane easily sidestep the slow golems slam attacks and dives under the second attack to deliver a devastating strike of his own.
Bonus: unarmed strike @BB1, hit 31+1 for 18 magical slashing and 7 lightning damage Action: two unarmed strike attacks @BB1 1st hit 35+3 (critical hit) for 18 magical slashing and 14 lightning damage 2nd hit 23+1 for 15 magical slashing and 2 lightning damage
[[ think the golem is down 41hp left already, right? ]]
Talorin joins the barrage the others unleash, making use of the golem's non-dexterous form. ( With a -1 to DEX Saves against DC 20, highest it can get is a 19.)
[[ think the golem is down 41hp left already, right? ]]
Talorin joins the barrage the others unleash, making use of the golem's non-dexterous form. ( With a -1 to DEX Saves against DC 20, highest it can get is a 19.)
BB1 takes 12, 1, 10, 6, 22, 3, and 6 for a total of 60 damage. BB1 (69/189)
BB1 takes 10, 2, 9, 4, 7, 6, total of 38 damage. BB1 (31/189)
Assuming that Bridgette saw the reaction antimanic swipe and moved back to be more than 10 feet away, BB1 saves it's reaction for the next caster to come close.
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
BB1 takes 5 more damage. BB1 (26/189)
Round 2
Blazebear BB1 (26/189)
Bridgette
Necyra, Trystane, Yurgojin, Talorin << your turn
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
Hold Monster is a 5th level spell. So Antimagic Swipe won't apply to that. And looks like it failed the WIS save without needing Silvery Barbs which would've triggered the reaction. (Yeehaw!)
With the Blazebear Paralyzed Talorin calls in divine magic to bathe it in radiant light.
Sacred Flame @ Blazebear
Damage: 2+6+1 = 9 radiant
Blazebear automatically fails the save due to Paralyzed.
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
Let's Test Monsters! | We Are Modron
Get rickrolled here. Awesome music here. Track 44, 1/3/25, Yellow Light
Yurgojin snapped out of his stunned state, mad that he frozen for a sec, he ignites his sword and stabs at the beast.
Attack 1: 11 (nat 1 ...)
Attack 2: 22 to hit, 13 piercing plus 9 fire and 15 sneak
Skip, Reverse, Draw Four
BB1 takes 9 damage. BB1 (17/189)
BB1 takes 13, 9, 15, total 37 damage and dies.
Blazebear Rewards
8,400 XP (1,680 XP each)
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
Overhang
Two tunnels branch off opposite sides of this thirty-foot-high cavern. The tunnels reconvene at an overhang fifteen feet above the eastern passage.
Bridge
A wood-and-steel captain’s chair tops the platform in the center of this room. Slumped in the chair is a skeletal corpse wearing Cyran regalia. The skeleton wears a silver helmet with a sizable dent. A view port made from shimmering crystal overlooks the mists of the Mournland.
A creature that dons the helmet must make a DC 13 Constitution saving throw. On a failed save, the creature has the incapacitated condition for 1 minute. On a successful save, they see the following vision (same as the vision given by the ghost)
As if through the eyes of a soaring bird, you see a titanic stone statue standing amid a circle of glowing sigils. A dozen robed figures, as small as ants, stand around the circle and murmur arcane words, their heads bowed in concentration. Impossibly, the stone colossus begins to levitate. As silvery light swirls around the colossus, the ground quakes, breaking the mages’ focus. The colossus is buried in crumbling stone, surrounded by shifting mountains and sickly gray clouds. Years pass in rapid succession while the colossus stands like a stone sentinel, stuck inside the craggy mountainside.
Collapsed Antigravity Well
Rubble chokes this shaft. A steady trickle of gray liquid burbles through the rubble.
Without the aid of antigravity magic, a creature can climb the notched walls inside the shaft only by succeeding on a DC 12 Strength (Athletics) check (or fly if you got that)
3x wights
3x will-o’-wisps
No need to fight this low challenge combat. (auto win)
War Room
This thirty-foot-tall chamber centers on a massive, stone table. Dozens of large maps and scroll cases lie scattered across the table.
The table is not a table after all. A Large construct stands from where the table once was.
stone golem init 14
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
Necyra initiative = 15
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Yurgojin initiative 5
Trystane: 17
|| Myrla - Wood Elf Rogue - After the Fall || Oriace - Halfling Bard - Dragon Heist || Trystane - Trollblood Lycanthrope - Vecna || Taiga - Genasi Fighter - Looking for Group || Riyphou - Loxodon Druid - Secrets || Tez - Half Elf Artificer - Looking for Group || Valerian - Pallid Elf Rogue - Wildnis || Zelaerys - Halfling/Celestial Divine Soul - NWN || Kesili - Human/Dhampir Monk - Witchwood || Trystane (main/gestalt) - Gestalt Trollblood - DOOM ||
Bridgette: 15
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Provide feedback!
15 +5 +17 +15=52, 52/4=13 vs 14. The stone golem wins initiative.
Round 1
Bridgette1, Necyra2, Talorin3, Trystane4, Yurgojin5
SG1 targets 1, slam1 Attack: 13 Damage: 20
SG1 targets same, slam2 Attack: 16 Damage: 23
Round 1
stone golem SG1 (178/178)
Bridgette, Necyra, Talorin, Trystane, Yurgojin << your turn
Damage Immunities: Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Magic Resistance: The golem has advantage on saving throws against spells and other magical effects.
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
Necyra, her eyes fixed on the towering stone golem, knew that this would be a challenging battle. With a focused concentration, she channeled her divine energy, her hands glowing with a soft, ethereal light. She cast the Bless @ 3rd Level spell, a warm, comforting sensation washing over the party, empowering them for the fight ahead.
@everyone, please add 1d4 to every attack roll or saving throw roll for the next 10 rounds.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Bridgette will go ahead and use her bonus action to move her hex to the stone golem (I assume that it hasn't been an hour yet and she is still holding concentration on her spell), then unleash three [Tooltip Not Found] beams in its face.
EB vs. Stone Golem:
Attack: 32 Damage: 14 (force) + 3 (necrotic)
Attack: 30 Damage: 13 (force) + 4 (necrotic)
Attack: 14 Damage: 9 (force) + 4 (necrotic)
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
Bonus 5 necrotic damage from the critical hit.
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
Also, bonus d4 to that third attack (it wouldn't make a difference to the first two attacks): 3
So, it looks like the third attack roll becomes 17 after factoring in the bless
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
Yurgojin ignites the flame tongue and starts to stab at the overgrown art project!
Attack 1: 25+2= 27 to hit, 9 piercing plus 9 fire and 17 sneak
Attack 2: 27+2= 29 to hit, 10 piercing plus 4 fire
Trystane easily sidestep the slow golems slam attacks and dives under the second attack to deliver a devastating strike of his own.
Bonus: unarmed strike @BB1, hit 31+1 for 18 magical slashing and 7 lightning damage
Action: two unarmed strike attacks @BB1
1st hit 35+3 (critical hit) for 18 magical slashing and 14 lightning damage
2nd hit 23+1 for 15 magical slashing and 2 lightning damage
|| Myrla - Wood Elf Rogue - After the Fall || Oriace - Halfling Bard - Dragon Heist || Trystane - Trollblood Lycanthrope - Vecna || Taiga - Genasi Fighter - Looking for Group || Riyphou - Loxodon Druid - Secrets || Tez - Half Elf Artificer - Looking for Group || Valerian - Pallid Elf Rogue - Wildnis || Zelaerys - Halfling/Celestial Divine Soul - NWN || Kesili - Human/Dhampir Monk - Witchwood || Trystane (main/gestalt) - Gestalt Trollblood - DOOM ||
[[ think the golem is down 41hp left already, right? ]]
Talorin joins the barrage the others unleash, making use of the golem's non-dexterous form.
( With a -1 to DEX Saves against DC 20, highest it can get is a 19.)
Action: Sacred Flame @ Golem
Damage: 1+2+7 = 10 radiant
After calling down radiant light he then taps in a hotter magic, sending a quick ball of fire to explode behind the golem, bathing it in flame.
Bonus Action: Fireball 4th level //spend two sorcery points for Quickened Spell
placed in the air so that the bottom of the ball catches the golem.
Damage: 3+5+5+5+1+6+5+4+4 = 38 fire
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
Let's Test Monsters! | We Are Modron
Get rickrolled here. Awesome music here. Track 44, 1/3/25, Yellow Light
Bless on five characters
SG1 takes 14, 3, 13, 4, 9, 4, 5, total 52 damage. SG1 (126/178)
SG1 takes 9, 9, 17, 10, 4, total 49 damage. SG1 (77/178)
SG1 takes 18, 7, 18, 14, 15, 2, total 74 damage. SG1 (3/178)
SG1 Sacred Flame Dexterity Save DC 20 vs 16
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
adv SG1 Sacred Flame Dexterity Save DC 20 vs 12
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)