This post has potentially manipulated dice roll results.
I apologize guys, I didn't see this moving in my feed.
"On your left," Amathile calls out to Sorumar as he rushes to aid in attacking the creature. Amathile will raise up his blade and strike fives times as well.
Sorumar ... moves in and strikes, hitting the bulky creature 5 times and leaving shallow cuts with each strike.
The night lurker uses drag under on Sorumar. Drag Under: The Night Lurker can shatter the ice around a target within 30 ft. standing on the surface of Darkwater Pond. Creatures within the area may attempt a Dexterity saving throw against DC 23 to avoid falling into the water, becoming completely submerged. Prone creatures are not afforded this saving throw, instead falling into the water.
Qatyra ... makes it her sworn enemy, then marks it. Next she shoots at it twice... Misses the first and strikes with the second.
fred ... casts ice-armor spell.
Amathile ... Moves in and strikes at the creature, hitting it 4 out of 5 times, doing damage each time.
The night lurker attacks Amathile. Tentacle: Melee Weapon Attack: 26 to hit, reach 30 ft., one target. Hit: 36 bludgeoning damage and the target is knocked prone.
He targets Qatyra and Six Coins with Evil Gaze. Evil Gaze: The Night Lurker magically projects two beams of negative energy, each of which can strike a target it can see within 300 ft. This effect is identical to the spell finger of death, dealing 62 points of necrotic damage on a failed Constitution saving throw (DC 23) or half as much on a success.
It then uses Drag Under on Amathile. Drag Under: The Night Lurker can shatter the ice around a target within 30 ft. standing on the surface of Darkwater Pond. Creatures within the area may attempt a Dexterity saving throw against DC 23 to avoid falling into the water, becoming completely submerged. Prone creatures are not afforded this saving throw, instead falling into the water.
Okay not entirely sure how this is going to go thanks to movement so I'm posting to different things Jown might do depending on how saving throws would work.
If Sorumar, Amathile, Qatyra and Six Coins would still benefit from his aura for their saves even if he moves:
Jown Sno realizes that this... thing would be one of the harder things in the list of creatures they have ever fought, he holds nothing back. He rushes up to a creature. His eyes emit a trailing dim red light as he moves. He growls viciously at the creature as he tightens his grip on his weapon as his a very faint but menacing red aura surrounds his body.
Action: Invincible Conqueror - For 1 minute Jown Sno has resistance to all forms of damage; he can attack 3 times per attack action and he crits on nat19 or nat20.
He shouts at the creature, "I will rip each one of your tentacles from your body!" He raises one of his hands in the air and makes a fist and a spectral sword Maul strikes down on the Night Lurker
BA: 4th Level Spiritual Weapon: Hit: 23 (Adv from Six Coins: 24) Dmg: 16 Force Damage
If Sorumar, Amathile, Qatyra and Six Coins does not benefit from his aura if he moves and they do if he doesn't move:
Jown quickly draws his Wand of Magic Missiles fires off 8 Magical darts at the creature in rapid fire (Expending 6 charges on the Wand of Magic Missile). Damage: 23 Force Damage.
if it is not possible to cast another spell as a Bonus Action because I used the item to cast Magic Missile, then ignore this next part: Jown Sno materializes a spectral Maul to bash the Night Lurker while it is being bombarded by his Wand. BA: Spiritual Weapon at 4th Level: Hit: 29 (Adv from Six Coins: 32) Dmg: 23 Force
Vaden casts water walk Targeting all of his companions. Any that are submerged are brought back to the surface, and everyone else can treat water as firm ground.
Unless otherwise stated Gandolph and fred will always be on their flying brooms.
For Gandolph:
MOVEMENT: Use his 50 feet of flying capability he will move up 50 feet in the air
ACTION: He will cast sickening Radiance with very specific positioning. All allies will be on the edge or outside the sphere but only just. In other words the sphere is situated in such a way as to force the Night Lurker to either move back out of the way of the sphere away from Gandolphs' allies, or force it to move 'through' the allies to safety.
SICKENING RADIANCE -- When starting a turn in or first time moving into the 30ft radius sphere it must make a DC 28 CON saving throw or take 22 damage and suffer one level of exhaustion.
Unfortunately this does put the grappled and underwater Maximar inside the sphere.
Jown Sno ... moves forward and starts to glow a dim red. A maul then forms and strikes the night lurker for damage.
the night lurker uses drag under on Jown Drag Under: The Night Lurker can shatter the ice around a target within 30 ft. standing on the surface of Darkwater Pond. Creatures within the area may attempt a Dexterity saving throw against DC 23 to avoid falling into the water, becoming completely submerged. Prone creatures are not afforded this saving throw, instead falling into the water.
Gilra ... transforms into a kraken.
The night lurker attacks Sorumar Tentacle: Melee Weapon Attack: 26 to hit, reach 30 ft., one target. Hit: 34 bludgeoning damage and the target is knocked prone.
Vaden ... Casts water walk, those in the water, if anyone, is brought back to the surface and lays upon it prone.
Raist ... casts a spell. the night lurker reals back, stunned.
Gandolph ... casts a spell, causing a greenish sphere to appear with the group just outside of it. The Night Lurker is in the sphere's area.
[OOC: Ok the Lurker is stunned for the next minute, everyone has advantage to attack it and it can not take any actions/reactions or move and it automatically fails all strength and dexterity saving throws. Whack away friends. :) ]
Waiting on actions...
Qatyra will say "Swift death to you who have wronged me." to declare this creature her sworn enemy with her [Tooltip Not Found]
She'll use a bonus action to cast Hunter's Mark
She'll then take hey 2 attacks with sharpshooter
Attack: 16 Damage: 33
Hunter's Mark 1
Attack: 30 Damage: 34
Hunter's Mark 5
Six Coins takes aim at the Night Lurker, taking two shots at it with his bow.
Attack: 31 Damage: 12
Bonus Action Attack: 32 24 Damage: 13
Sneak Attack: 44
(If the first attack hit second attack has advantage. Everyone else would have advantage until my next turn.)
Sorumar ... moves in and strikes, hitting the bulky creature 5 times and leaving shallow cuts with each strike.
Qatyra ... makes it her sworn enemy, then marks it. Next she shoots at it twice... Misses the first and strikes with the second.
fred ... casts ice-armor spell.
Amathile ... Need action still.
Six Coins ... attacks twice, hitting both times.
We'll give Amathile a bit longer, then move forward.
I apologize guys, I didn't see this moving in my feed.
"On your left," Amathile calls out to Sorumar as he rushes to aid in attacking the creature. Amathile will raise up his blade and strike fives times as well.
Attack: 36 Damage: 18
Attack: 33 Damage: 17
Attack: 31 Damage: 15
Attack: 31 Damage: 15
Attack: 36 Damage: 16
Attack 3 is also a crit, add 8 damage
Ignore attack 5
Sorumar ... moves in and strikes, hitting the bulky creature 5 times and leaving shallow cuts with each strike.
The night lurker uses drag under on Sorumar.
Drag Under: The Night Lurker can shatter the ice around a target within 30 ft. standing on the surface of Darkwater Pond. Creatures within the area may attempt a Dexterity saving throw against DC 23 to avoid falling into the water, becoming completely submerged. Prone creatures are not afforded this saving throw, instead falling into the water.
Qatyra ... makes it her sworn enemy, then marks it. Next she shoots at it twice... Misses the first and strikes with the second.
fred ... casts ice-armor spell.
Amathile ... Moves in and strikes at the creature, hitting it 4 out of 5 times, doing damage each time.
The night lurker attacks Amathile.
Tentacle: Melee Weapon Attack: 26 to hit, reach 30 ft., one target. Hit: 36 bludgeoning damage and the target is knocked prone.
Six Coins ... attacks twice, hitting both times.
Night Lurker's turn...
He targets Qatyra and Six Coins with Evil Gaze.
Evil Gaze: The Night Lurker magically projects two beams of negative energy, each of which can strike a target it can see within 300 ft. This effect is identical to the spell finger of death, dealing 62 points of necrotic damage on a failed Constitution saving throw (DC 23) or half as much on a success.
It then uses Drag Under on Amathile.
Drag Under: The Night Lurker can shatter the ice around a target within 30 ft. standing on the surface of Darkwater Pond. Creatures within the area may attempt a Dexterity saving throw against DC 23 to avoid falling into the water, becoming completely submerged. Prone creatures are not afforded this saving throw, instead falling into the water.
Up next:
Jown Sno ...
Gilra ...
Vaden ...
Raist ...
Gandolph ...
Okay not entirely sure how this is going to go thanks to movement so I'm posting to different things Jown might do depending on how saving throws would work.
If Sorumar, Amathile, Qatyra and Six Coins would still benefit from his aura for their saves even if he moves:
Jown Sno realizes that this... thing would be one of the harder things in the list of creatures they have ever fought, he holds nothing back. He rushes up to a creature. His eyes emit a trailing dim red light as he moves. He growls viciously at the creature as he tightens his grip on his weapon as his a very faint but menacing red aura surrounds his body.
Action: Invincible Conqueror - For 1 minute Jown Sno has resistance to all forms of damage; he can attack 3 times per attack action and he crits on nat19 or nat20.
He shouts at the creature, "I will rip each one of your tentacles from your body!" He raises one of his hands in the air and makes a fist and a spectral sword Maul strikes down on the Night Lurker
BA: 4th Level Spiritual Weapon: Hit: 23 (Adv from Six Coins: 24) Dmg: 16 Force Damage
If Sorumar, Amathile, Qatyra and Six Coins does not benefit from his aura if he moves and they do if he doesn't move:
Jown quickly draws his Wand of Magic Missiles fires off 8 Magical darts at the creature in rapid fire (Expending 6 charges on the Wand of Magic Missile). Damage: 23 Force Damage.
if it is not possible to cast another spell as a Bonus Action because I used the item to cast Magic Missile, then ignore this next part:
Jown Sno materializes a spectral Maul to bash the Night Lurker while it is being bombarded by his Wand.
BA: Spiritual Weapon at 4th Level: Hit: 29 (Adv from Six Coins: 32) Dmg: 23 Force
Sorumar dex save: 28
Vaden casts water walk Targeting all of his companions. Any that are submerged are brought back to the surface, and everyone else can treat water as firm ground.
Unless otherwise stated Gandolph and fred will always be on their flying brooms.
For Gandolph:
MOVEMENT: Use his 50 feet of flying capability he will move up 50 feet in the air
ACTION: He will cast sickening Radiance with very specific positioning. All allies will be on the edge or outside the sphere but only just. In other words the sphere is situated in such a way as to force the Night Lurker to either move back out of the way of the sphere away from Gandolphs' allies, or force it to move 'through' the allies to safety.
SICKENING RADIANCE -- When starting a turn in or first time moving into the 30ft radius sphere it must make a DC 28 CON saving throw or take 22 damage and suffer one level of exhaustion.
Unfortunately this does put the grappled and underwater Maximar inside the sphere.
Lot's of stuff ...
Raist will target the Lurker with the spell [spell}Psychic Crush (UA)[/spell], attacking its mind.
6th lvl Psychic Crush (UA): 43 Forcing it to use one of his portent rolls (4) and the spell has a DC 27 Int Save for half damage and no stun.
Gilra assesses the situation and decides that it's time to fight tentacles with tentacles.
He casts shapechange and also becomes a kraken.
Jown Sno ... moves forward and starts to glow a dim red. A maul then forms and strikes the night lurker for damage.
the night lurker uses drag under on Jown
Drag Under: The Night Lurker can shatter the ice around a target within 30 ft. standing on the surface of Darkwater Pond. Creatures within the area may attempt a Dexterity saving throw against DC 23 to avoid falling into the water, becoming completely submerged. Prone creatures are not afforded this saving throw, instead falling into the water.
Gilra ... transforms into a kraken.
The night lurker attacks Sorumar
Tentacle: Melee Weapon Attack: 26 to hit, reach 30 ft., one target. Hit: 34 bludgeoning damage and the target is knocked prone.
Vaden ... Casts water walk, those in the water, if anyone, is brought back to the surface and lays upon it prone.
Raist ... casts a spell. the night lurker reals back, stunned.
Gandolph ... casts a spell, causing a greenish sphere to appear with the group just outside of it. The Night Lurker is in the sphere's area.
Back to top of initiative. The Night Lurker appears to be stunned, and is inside a greenish sphere.
Sorumar ...
Qatyra ...
fred ...
Amathile ...
Six Coins ...
[OOC: Ok the Lurker is stunned for the next minute, everyone has advantage to attack it and it can not take any actions/reactions or move and it automatically fails all strength and dexterity saving throws. Whack away friends. :) ]
Sorumar will continue to attack.
Attack: 39 Damage: 17
Attack: 38 Damage: 16
Attack: 39 Damage: 15
Attack: 29 Damage: 20
Attack: 24 Damage: 17 crit dice: 7
missed advantage, so rolling for crit opportunities.
17, 17, 6, 11
additional damage for extra crit, 4
(For the sake of clarity, as long as a 29 hits, total damage was 97.)
Qatyra will cast Hunter's Mark as a bonus action.
And then unleash two oathbound arrows.
Attack: 17 Damage: 31
Attack: 29 Damage: 39
Fred will follow Gandolph 50 feet up and cast a simple fire bolt at the Lucker: Attack: 33 Damage: 20
Lot's of stuff ...