This post has potentially manipulated dice roll results.
Yessaris keeps enough of his wits about him to keep his struggles to a minimum, and tries to get a sense of surroundings through narrowed yellow-eyes. Silently accepting an inevitable death, the scaled man carefully works a weapon not unlike the one Charles wielded in the past from its holster, and angles it... upwards to whatever tentacle restrained his neck or mouth: hopefully tearing it enough to speak. Though if impossible, he fires at the tentacles restraining his arms before moving on to his face.
Even at the risk of deafening himself, once freed enough to speak at least a passionless, but no less firm command in the form a shout goes out meant to be heard well past the room. "It is time! Barney! Execute Order 66!" The command given to a hopefully in hearing range Barney(?), he moves to stand by the hybrid while avoiding the shepherd along the way.
In the event it is impossible to get the angle he wishes, or his repeater infusion not be active(inquired in PM lines), Yessaris boldly risks setting his whole body aflame by pouring(smashing?) alchemist fire on restraining tentacles to try and burn himself free.
Possible Actions:
Action #1: Using Arcane Armament to attack tentacles restraining Yessaris twice(if needed) to break free.(Rolls in spoiler)
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn, but one of the attacks must be made with a magic weapon, the magic of which you use to propel the attack.
Repeating Pistol Attack: 22 Damage: 8.
Repeating Pistol Attack: 11 Damage: 7.
If successful with the 1st shot or is a 1 on damage, I will use Arcane Jolt to deal an additional 12 to the tentacle to break free.
Action #2: Risk self immolation by way of Alchemist's Fire (flask), dealing 1 of Fire damage to the tentacles(and possibly self).
Bonus Action: Command Barney to come as fast as possible to Yessaris' voice.
Movement(if possible): To DL-4, avoiding entering OoA range of the Shepherd.
Seeing that Grax is able to make one of the tenacles move Abe will try to attack and pry the tenacles away enough to speak by fighting against the tenacles, specifically the ones that might be stopping him from speaking. If he is successful he will magically move to DO, -2.
ACTION: Three attacks against the tenacles with his claws.
#1 Attack: 12 Damage: 5
#2 Attack: 16 Damage: 5
#3 Attack: 20 Damage: 3
If he is free he will just move. If he is not free but can only speak he use case misty step and move to DO, -2
If he still can't speak then it is the end of his turn.
Abe brings his talons (see what I did there?) close to his beak and begins scratching at the nearby tentacles. It takes a few attempts but the avian man finally damages them enough to cause them to reel. His beak free, Abe poofs onto the center of the tight room.
-> Abe is free of the restraint.
Yessaris performs a similar move but using his armaments instead of talons. The first shot loosens up the restraining tentacles around the non gun-wielding hand. Switching hands, the artificer shoots another bullet, this time dangerously close to his mouth (Arcane Jolt not needed). The call for his companion can be heard far, but no immediate response is given.
-> Yessaris is now simply grappled (hands and mouth free, body still stuck).
LEGENDARY ACTION (end of Yessaris' turn)
The Shepherd tries once more to grab a hold of Flynric, this time reaching out with tentacles instead of hands.
-> Tentacles vs. Flynric: Attack: 28 Damage: 17psychic damage.
-> Flynric's INT saving throw {DC 20}: 15
A sharp pain takes over the halfling's mind as the Shepherd finally manages to hold on to his foe. Flynric is not grappled, stunned, and incapacitated.
Though he manages to mostly dodge one of the Shepherd's earlier attacks, Flynric now find's himself mostly unable to act in any way. The tentacles wrapped around his head have a way to infiltrate his mind. He is unable to attack or teleport at his time.
LEGENDARY ACTION (end of Flynric's turn)
The Shepherd continues to work on Flynric's cranium:
-> Tentacles vs. Flynric: Attack: 22 Damage: 23psychic damage.
Nox takes a deep breath and tighten his muscles. The tentacles feel tighter as he tries to force his way out. Just as he is about to quit, one of the tentacles fails, then another and another. Nox's upper body is now free, and he pulls on yet another appendage to free his mouth. A few arcane words later, the paladin appears in a puff of smoke, right next to Flynric's disappearing body.
Now awake, the Mind Flayers quickly take in their surroundings. They seem to be able to communicate with the wall-tentacles somehow, which then voluntarily begin to release them. At first, the Mind Flayers themselves don't move. After a few seconds, they simply levitate forward and effortlessly. They approach those who have already freed themselves (Abe and Nox).
(Selrahc is up next. He is still restrained and muted. Please describe your very unique character).
Selrahc is a half-human and half-Xorn hybrid. Basically take the picture of the monster and mesh it with the human.
After being reborn, Selrahc will get pissed at his situation and will rage. Then he will try to break free: 14 (+5 for regular Strength Check, +10 for Athletics)
Nox reaction on the mind flayer at DN-3: polearm master(feat) -> war caster(feat) -> Nox staff brighten up with a green flame on top wacking at the mind flayer. Attack: 12 Damage: 19. (not using the on hit effect or just drop the flame on empty ground since it otherwise isn't eligible to use with war caster).
Nox swing to wide hitting the ground litle green sparkles bounces of the ground.
Abe will pull out his bow and take aim at the shepherd. No disadvantage from being within 5 feet of enemies because of crossbow-expert feat. He steadies himself and begins a series of attacks.
ACTION: Attack action with the bow against the shepherd. Use sharpshooter for -5 bonus and +10 damage. Also +2 damage for braces of archery giving +20 on the attack (8 normal +10 + 2)
Abe releases six arrows in rapid succession, overstretching his bowstring each time. His accuracy suffers, and only two arrows hit the Shepherd. One of them is particularly painful though, severing one of his mouth-tentacles (Shepherd takes 46 magical piercing damage).
LEGENDARY ACTION (end of Abe's turn)
The Shepherd retaliates by launching a magical acid arrow at the bird-man:
-> Attack: 21Damage: 10acid damage.
Abe throws up a shield, like many of his past iterations did (reference). The magical barrier is a fraction of a second too late though, and some of the acid splash still hits. A few feathers on Abe's arms dissolve on impact (Abe take 5 acid damage).
(@Laserwhit: You still have the mystical cube of arcane contraptioness. It is tied up to your back, just between the wings.)
This post has potentially manipulated dice roll results.
Yessaris huffs and pulls back a sleeve to reveal a complex series of wiring and orbs attached to an extend portion of his gloves. "Alright. This is getting ridiculous. Activate Blink Dog Program."Orbs glow blue as an exhaust port begins venting out a same-colored mist that forms a veil about the serpentine man. Before possible vanishing from sight, he calls out once more for Barney to come with all due haste to his voice, and attack the first tentacled creature in sight.
Flynric manages to dodge out of the way of some of the attack (Uncanny Dodge). He then teleports over to Nox and destroys the vines holding him
Attack: 14 Damage: Unable to parse dice roll.
Attack: 17 Damage: 11
Sneak Attack (if applicable): 18
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
Yessaris keeps enough of his wits about him to keep his struggles to a minimum, and tries to get a sense of surroundings through narrowed yellow-eyes. Silently accepting an inevitable death, the scaled man carefully works a weapon not unlike the one Charles wielded in the past from its holster, and angles it... upwards to whatever tentacle restrained his neck or mouth: hopefully tearing it enough to speak. Though if impossible, he fires at the tentacles restraining his arms before moving on to his face.
Repeating Pistol Attack: 22 Damage: 8.
Repeating Pistol Attack: 11 Damage: 7.
If successful with the 1st shot or is a 1 on damage, I will use Arcane Jolt to deal an additional 12 to the tentacle to break free.
Action #2: Risk self immolation by way of Alchemist's Fire (flask), dealing 1 of Fire damage to the tentacles(and possibly self).
When you realize you're doing too much: Signature.
Seeing that Grax is able to make one of the tenacles move Abe will try to attack and pry the tenacles away enough to speak by fighting against the tenacles, specifically the ones that might be stopping him from speaking. If he is successful he will magically move to DO, -2.
ACTION: Three attacks against the tenacles with his claws.
#1 Attack: 12 Damage: 5
#2 Attack: 16 Damage: 5
#3 Attack: 20 Damage: 3
If he is free he will just move. If he is not free but can only speak he use case misty step and move to DO, -2
If he still can't speak then it is the end of his turn.
Lot's of stuff ...
Abe brings his talons (see what I did there?) close to his beak and begins scratching at the nearby tentacles. It takes a few attempts but the avian man finally damages them enough to cause them to reel. His beak free, Abe poofs onto the center of the tight room.
-> Abe is free of the restraint.
Yessaris performs a similar move but using his armaments instead of talons. The first shot loosens up the restraining tentacles around the non gun-wielding hand. Switching hands, the artificer shoots another bullet, this time dangerously close to his mouth (Arcane Jolt not needed). The call for his companion can be heard far, but no immediate response is given.
-> Yessaris is now simply grappled (hands and mouth free, body still stuck).
LEGENDARY ACTION (end of Yessaris' turn)
The Shepherd tries once more to grab a hold of Flynric, this time reaching out with tentacles instead of hands.
-> Tentacles vs. Flynric: Attack: 28 Damage: 17 psychic damage.
-> Flynric's INT saving throw {DC 20}: 15
A sharp pain takes over the halfling's mind as the Shepherd finally manages to hold on to his foe. Flynric is not grappled, stunned, and incapacitated.
Though he manages to mostly dodge one of the Shepherd's earlier attacks, Flynric now find's himself mostly unable to act in any way. The tentacles wrapped around his head have a way to infiltrate his mind. He is unable to attack or teleport at his time.
LEGENDARY ACTION (end of Flynric's turn)
The Shepherd continues to work on Flynric's cranium:
-> Tentacles vs. Flynric: Attack: 22 Damage: 23 psychic damage.
The roguish paladin screams silently in his head.
(Shepherd's turn is next.)
The Shepherd believes he has primed the halfling's brain well enough. He goes for the cracking:
-> Extract Brain vs. Flynric: Attack: 28 Damage: 56 piercing damage.
The brain is exposed, and the Shepherd gorges once more.
-> According to my count, and this includes the 45 HP healed last round, Flynric has now gone below 0 HP and is brainless, which is INSTA-DEATH.
(Nox is up next. Please recall you are still restrained.)
Action:
Nox tries to break free of he restrains through brute force STR check:
20 (+5 if it athletic check).
If STR check isn't an option she'll instead attack the tentacles with her staff.
Attack: 20 Damage: 12 magic bludgeoning
Attack: 17 Damage: 9 magic bludgeoning
BA:
If she isn't restrained and grappled.
move to DM-2 and Hexblade’s Curse the shepherd
If she is grappled or restrained but able to talk.
Misty Step to DM-2
If she muted while still restrained
she Hexblade’s Curse the shepherd
Nox - Adult Oblex - The Trials
Jartrin Ephok - Dragonborn - Zanoliv
Bunol - Grim Angel - The Floating Lands of Goriate
Flynric again manages to dodge out of the way, just barely managing to stay alive (Uncanny Dodge resets on my turn)Missed Incapacitated. RIP Flynric, go get ‘em guys
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
Nox takes a deep breath and tighten his muscles. The tentacles feel tighter as he tries to force his way out. Just as he is about to quit, one of the tentacles fails, then another and another. Nox's upper body is now free, and he pulls on yet another appendage to free his mouth. A few arcane words later, the paladin appears in a puff of smoke, right next to Flynric's disappearing body.
Now awake, the Mind Flayers quickly take in their surroundings. They seem to be able to communicate with the wall-tentacles somehow, which then voluntarily begin to release them. At first, the Mind Flayers themselves don't move. After a few seconds, they simply levitate forward and effortlessly. They approach those who have already freed themselves (Abe and Nox).
(Selrahc is up next. He is still restrained and muted. Please describe your very unique character).
Selrahc is a half-human and half-Xorn hybrid. Basically take the picture of the monster and mesh it with the human.
After being reborn, Selrahc will get pissed at his situation and will rage. Then he will try to break free: 14 (+5 for regular Strength Check, +10 for Athletics)
Kandalou Dle'tan - Level 9 Githyanki Fighter (Champion) - Rrakkma PbP
(@Superbad: So, three arms, three legs, three eyes, and a huge mouth on the top of your head?)
Selrahc forces his way out of the slithering trap. Looking furious, he notices the lower half of his body is still grappled.
END OF INITIATIVE ROUND 11
THE RETURN TO THE FOGGY PASTURES:
NOTE: time to use the Shepherd's real token.
(Graxx is next up. Abe and Yessaris may also post if they want but notice a Lair Action will happen before their turns are resolved.)
Nox reaction on the mind flayer at DN-3:
polearm master(feat) -> war caster(feat) -> Nox staff brighten up with a green flame on top wacking at the mind flayer.
Attack: 12 Damage: 19.(not using the on hit effect or just drop the flame on empty ground since it otherwise isn't eligible to use with war caster).Nox swing to wide hitting the ground litle green sparkles bounces of the ground.
Nox - Adult Oblex - The Trials
Jartrin Ephok - Dragonborn - Zanoliv
Bunol - Grim Angel - The Floating Lands of Goriate
((Basically, minus the huge mouth of course.))
Kandalou Dle'tan - Level 9 Githyanki Fighter (Champion) - Rrakkma PbP
Abe will pull out his bow and take aim at the shepherd. No disadvantage from being within 5 feet of enemies because of crossbow-expert feat. He steadies himself and begins a series of attacks.
ACTION: Attack action with the bow against the shepherd. Use sharpshooter for -5 bonus and +10 damage. Also +2 damage for braces of archery giving +20 on the attack (8 normal +10 + 2)
#1 Attack: 10 Damage: 22
#2 Attack: 24 Damage: 26
#3 Attack: 14 Damage: 22
ACTION SURGE: Rinse repeat
#4 Attack: 16 Damage: 26
#5 Attack: 28 Damage: 24
#6 Attack: 11 Damage: 26
Lot's of stuff ...
Graxx will use his cat like elegance to attempt to wriggle free of the grapple.
Acrobatics: 18
You can use a bonus action on your turn to gain advantage on the next Acrobatics or Athletics check you make during the same turn.
Either way, Graxx will then either remain grappled or stand perfectly still in an attempt to hide as a bonus action.
Hide(Steath): 24
OOC: Says Dice rolls not available so copying and pasting.
Graxx will use his cat like elegance to attempt to wriggle free of the grapple.
Acrobatics: 23
You can use a bonus action on your turn to gain advantage on the next Acrobatics or Athletics check you make during the same turn.
Nox tries to wack the approaching Mind Flayer but misses his mark.
Graxx slides out of his entrapment, landing on {DQ-3}. He is no longer grappled.
The Shepherd the raises his victims from the fog and attack the nearest threat:
-> Nox's CON saving throw {DC 18}: 13 - Nox takes 33 necrotic damage, counting on his Celestial Resistance for protection (damage is already halved).
Abe releases six arrows in rapid succession, overstretching his bowstring each time. His accuracy suffers, and only two arrows hit the Shepherd. One of them is particularly painful though, severing one of his mouth-tentacles (Shepherd takes 46 magical piercing damage).
LEGENDARY ACTION (end of Abe's turn)
The Shepherd retaliates by launching a magical acid arrow at the bird-man:
-> Attack: 21
Damage: 10 acid damage.Abe throws up a shield, like many of his past iterations did (reference). The magical barrier is a fraction of a second too late though, and some of the acid splash still hits. A few feathers on Abe's arms dissolve on impact (Abe take 5 acid damage).
(@Laserwhit: You still have the mystical cube of arcane contraptioness. It is tied up to your back, just between the wings.)
(Yessaris is still up).
Yessaris huffs and pulls back a sleeve to reveal a complex series of wiring and orbs attached to an extend portion of his gloves. "Alright. This is getting ridiculous. Activate Blink Dog Program." Orbs glow blue as an exhaust port begins venting out a same-colored mist that forms a veil about the serpentine man. Before possible vanishing from sight, he calls out once more for Barney to come with all due haste to his voice, and attack the first tentacled creature in sight.
Action: Yessaris tries to caste Blink on self.
Bonus Action: Command Barney.
End Turn:
Blink Roll(DC 11): 3.
Luck: 78.
When you realize you're doing too much: Signature.