Ghoul 8 takes some heavy hits, but is still standing. Liri, all three of the attacks hit. I know this ends your wild shape, but I beleive you are still effected by any effects your wild shape form incurred, so you do need to make 3 DC 10 Con saves. If you fail any of them, you are paralyzed for one minute, repeating the save at the end of each of your turns to end the effect
Moving you in the best way to hit as many any possible withou getting Liri in the range of Burning hands, you are able to get Ghouls 12 and 16 and Ghast 8 in the radius Dex Saves for Burning Hands: Ghoul 12: 14 Ghoul 16: 9 Ghast 8: 12
@All Vyldara flies over to the east, staying behind the moat but moving to get a sightline on Lux, and casts Magic Missile Damage: 4 + 3 + 4 @Lux, roll for concentration on each of these hits
At the start of the ghasts turns, Ghast 8 makes a wis save for Spirit Guardians Wis Save: 15
Ghoul 12 is incinerated by Lux's flames, but despite the heavy hits, Ghoul 16 and Ghast 8 are stills standing
Ghast 6 takes a dash action, rushing at Norbus, and Ghast 7 takes a dash action and rushes down towards JAde Ghast 8 runs and swipes at Liri, not seeming to even take much note of her transforming back into a half-elf Attack: 9 Damage: 8
This post has potentially manipulated dice roll results.
Once more a Koric summons flames around him, compresses them into the tiniest of points launching it in the direction of the undead north of him. As the flames erupt into a massive sphere, at one side they engulf the undead than at the other side the explosion engulfs the entrance to the catacombs.
"Close the pits or we will be engulfed!" he shouts, then turns to the statue, "You too Hammer of Moraddin...smash the entrances!"
He instructs Balthar to once again help Liri then move clear.
Action: Fireball to encompass the 3 undead, none of his friends, and the catacombs entrance if possible. 26 fire damage, Dex save 17 for half damage.
(( No editing done, yet manipulated dice rolls. This system is deeply broken. Let' hope wizards fix it! Edit: and now the "manipulated" message is gone!?!?!??? ))
Good be right path there's only 2 slots, and I thought I'd only cast one... If 2 then apologies... I'll have to search properly when not in mobile....a quick search only showed 1 so far.
(( found it, you are correct, sorry. Thought I'd marked it off. Ok.... I'd cast a web, but concentrating on the statue prohibits that... So I guess it's back to fire bolt. Still on mobile, so he attacks the sickest ghast to his birth and east, still says what he said before))
This post has potentially manipulated dice roll results.
@Koric
You fling flames at the weakest looking ghast you can hit, (Ghast 8), and deal yet another heavy blow. The ghast looks more like a loose pile of flesh at this point, so terribly beaten and bruised that it is just barely standing. A small gust of wind could kill it at this point
@All
The statue is unable to quite reach the ghouls and ghasts ahead of him, so it charges as far forward as it can, getting to 15 feet to the east of Norbus. It then then puts its shield down in front of it to attempt to avoid any incoming attacks (dodge action)
As a bonus action, it continues to use its ongoing Aura of Vitality, this time healing itself for 5 hit points
Yep, that would work! In that case, since you don't get the blunt attack, and the second attack misses, but your first attack still connects, the ghast just barely standing, looking just as nearly dead as the one Koric hit
Balthar is up, then Liri. Liri, you are paralyzed. At the end of your turn, make a DC 10 Con save. If you succeed, your paralysis ends
@All
Ghoul 8 takes some heavy hits, but is still standing. Liri, all three of the attacks hit. I know this ends your wild shape, but I beleive you are still effected by any effects your wild shape form incurred, so you do need to make 3 DC 10 Con saves. If you fail any of them, you are paralyzed for one minute, repeating the save at the end of each of your turns to end the effect
Lux is up! Map Update:
Lux moves so that the Spirt Guardians will cover the most enemies without causing Op attacks.
BA - Spirit Guardians Save WIS 16 or take 12; save for half.
Action: Cast Burning Hands - Save DEX 16 or take 14; save for half
D&D since 1984
@Lux
Moving you in the best way to hit as many any possible withou getting Liri in the range of Burning hands, you are able to get Ghouls 12 and 16 and Ghast 8 in the radius
Dex Saves for Burning Hands:
Ghoul 12: 14
Ghoul 16: 9
Ghast 8: 12
@All
Vyldara flies over to the east, staying behind the moat but moving to get a sightline on Lux, and casts Magic Missile
Damage: 4 + 3 + 4
@Lux, roll for concentration on each of these hits
At the start of the ghasts turns, Ghast 8 makes a wis save for Spirit Guardians
Wis Save: 15
@All
Ghoul 12 is incinerated by Lux's flames, but despite the heavy hits, Ghoul 16 and Ghast 8 are stills standing
Ghast 6 takes a dash action, rushing at Norbus, and Ghast 7 takes a dash action and rushes down towards JAde
Ghast 8 runs and swipes at Liri, not seeming to even take much note of her transforming back into a half-elf
Attack: 9 Damage: 8
@All
The attack misses, thankfully not forcing Liri to make a fourth con save. Koric is up! Map Update:
@DM: Just want to check, are 8, 15, 16 and 12 all still up and show correctly? Just checking because considering another fireball.
@Koric - 12 should be dead, but the others are still there
Once more a Koric summons flames around him, compresses them into the tiniest of points launching it in the direction of the undead north of him. As the flames erupt into a massive sphere, at one side they engulf the undead than at the other side the explosion engulfs the entrance to the catacombs.
"Close the pits or we will be engulfed!" he shouts, then turns to the statue, "You too Hammer of Moraddin...smash the entrances!"
He instructs Balthar to once again help Liri then move clear.
Action: Fireball to encompass the 3 undead, none of his friends, and the catacombs entrance if possible. 26 fire damage, Dex save 17 for half damage.(( No editing done, yet manipulated dice rolls. This system is deeply broken. Let' hope wizards fix it! Edit: and now the "manipulated" message is gone!?!?!??? ))
Con save 1: 20
Con save 2: 9
Con save 3: 6
@Koric, correct me if I'm wrong, but I don't think you have a 3rd level spell slot left for Fireball given you already cast 2
Good be right path there's only 2 slots, and I thought I'd only cast one... If 2 then apologies... I'll have to search properly when not in mobile....a quick search only showed 1 so far.
(( found it, you are correct, sorry. Thought I'd marked it off. Ok.... I'd cast a web, but concentrating on the statue prohibits that... So I guess it's back to fire bolt. Still on mobile, so he attacks the sickest ghast to his birth and east, still says what he said before))
Attack: 19 Damage: 11
@Koric
You fling flames at the weakest looking ghast you can hit, (Ghast 8), and deal yet another heavy blow. The ghast looks more like a loose pile of flesh at this point, so terribly beaten and bruised that it is just barely standing. A small gust of wind could kill it at this point
@All
The statue is unable to quite reach the ghouls and ghasts ahead of him, so it charges as far forward as it can, getting to 15 feet to the east of Norbus. It then then puts its shield down in front of it to attempt to avoid any incoming attacks (dodge action)
As a bonus action, it continues to use its ongoing Aura of Vitality, this time healing itself for 5 hit points
Jade is up!
Jade uses her 30' of movement to get to #6. Using her blood spear, she charges it.
Attack: 13 Damage: 6
Attack: 17 Damage: 6
Whirling it around for the blunt attack
Attack: 12 Damage: 5
(( @DM: If you don't mind, can I add moving Koric 30' NE? ))
@Jade, #6 is currently 35 feet away from you, so you can't reach mele range. Is there something else you'd like to do?
@Koric, moved you 30' NE
That would eliminate my bonus, but I have a 10’ reach with the pole arm, that would still work, right?
@Jade
Yep, that would work! In that case, since you don't get the blunt attack, and the second attack misses, but your first attack still connects, the ghast just barely standing, looking just as nearly dead as the one Koric hit
Balthar is up, then Liri. Liri, you are paralyzed. At the end of your turn, make a DC 10 Con save. If you succeed, your paralysis ends
Balthar was ordered to assist Liri...so I guess that stands. Koric probably hasn't even noticed the paralysis.