Walking on sunshine, in this case, is a radiant cone of cold spell, cast from Tetrevess' manifest mind (DC 21 Con save) or take 47 points of radiant damage (in game log) - positioned to hit all the bad guys and not us, or the eyedrakes.
The eyedrakes then enter and shoot eye rays.. the first targeting the goliath, the other targeting the Tortle.
This post has potentially manipulated dice roll results.
The Goliath gets hit with freezing, debilitating, and fire rays
: Freezing Ray. The target must make a DC 14 Constitution saving throw. On a failed save, the target takes 17 (5d6) cold damage, and its speed is halved until the end of its next turn. On a successful save, the target takes half as much damage with no additional effects.
23 cold damage
2: Debilitating Ray. The target must succeed on a DC 14 Constitution saving throw or take 7 (2d6) thunder damage and become incapacitated until the end of its next turn.
8 thunder damage
4: Fire Ray. The target must make a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
22 fire damage
The tortle gets hit with repulsion, fire, and paralyzing rays:
3: Repulsion Ray. The target must succeed on a DC 14 Strength saving throw or take 14 (4d6) force damage and be pushed up to 60 feet away from the eyedrake.
13 force damage
4: Fire Ray. The target must make a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
19 fire damage
5: Paralyzing Ray. The target must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
(Actually- realizing the goliath is petrified- all the attacks above on the goliath are on the Tabaxi instead... I'm not going to edit the post as i don't want the manipulated tag, but the eyedrake would be able to tell the goliath is solid... solid as a rock.. (another one of the band's hits)
They actually csn see him, he just can't interact with anything.
"Teleport. Noitanimulli magically teleports, along with any equipment he is wearing and carrying, to an unoccupied space he can see within 30 feet of him. He also becomes insubstantial until the start of his next turn. While insubstantial, he can move through other creatures and objects as if they were difficult terrain. If he ends his turn inside an object, he takes 16 (3d10) force damage and is moved to the nearest unoccupied space.
Noitanimulli is visible, yet it can’t affect or be affected by anything not on the Ethereal plane"
Apostle Noitanimulli casts mass suggestion on everyone: Tetrevess, Sam, Amri, and both eyedrakes. "Join us in the service if Shar. Lay waste to the infidels who woukd interfere with our sacred mission Hail father Lymic! For Shar! FOR SHAR!"
tetrevess successfully counters the spell (DC 16). "Ahh.. Mass suggestion... I know that spell well. Pity, we could be friends, if you would just put aside your obsession with this lost cause"
Innate Spellcasting (Psionics). Noitanimulli’s innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). He can innately cast the following spells, requiring no components
(I'm not sure if counterspell can be used. In our other thread I said I didn't think so, but let me jog my memory worh some google-fu)
Consensus: You can't use counterspell on psionics because psionics aren't magic. AND/OR you csnt perceive them being cast.
Also, I forgot about this feature from dragonbone golem for the first round, but for round two, the three cultists should be subject to the following effect:
Fear Aura. Each creature of the golem’s choice that starts its turn within 20 feet of the golem must make a DC 15 Wisdom saving throw unless the golem is incapacitated. On a failed save, the creature is frightened until the start of its next turn. On a successful save, the creature is immune to this golem’s Fear Aura for the next 24 hours
(Round 2)
Draco-Amri will advance to within 5 feet of the Tabaxi, making one Pinion attack and two Rend attacks:
Pinion attack Attack: 14Piercing Damage: 7 . If successful,
If the target is a Medium or smaller creature, it is pinned beneath the bony pinion and restrained. The golem has two pinions, each of which can restrain one target. If a creature is restrained by one of the pinions, the golem can’t attack with it. Any creature restrained by a pinion can free itself at the start of its turn with a successful DC 17 Strength (Athletics) check.
First Rend Attack: 15Piercing Damage: 20 + 8necrotic damage
Second Rend Attack: 25Piercing Damage: 8 + 10necrotic damage
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LOL. "Next up with 'Walking on Sunshine'... Tetrevess and the Eyedrakes!"
Walking on sunshine, in this case, is a radiant cone of cold spell, cast from Tetrevess' manifest mind (DC 21 Con save) or take 47 points of radiant damage (in game log) - positioned to hit all the bad guys and not us, or the eyedrakes.
The eyedrakes then enter and shoot eye rays.. the first targeting the goliath, the other targeting the Tortle.
Goliath rays 4
tortle rays 11
reroll duplicates for rays 9
The Goliath gets hit with freezing, debilitating, and fire rays
: Freezing Ray. The target must make a DC 14 Constitution saving throw. On a failed save, the target takes 17 (5d6
) cold damage, and its speed is halved until the end of its next turn. On a successful save, the target takes half as much damage with no additional effects.
23 cold damage
2: Debilitating Ray. The target must succeed on a DC 14 Constitution saving throw or take 7 (2d6
) thunder damage and become incapacitated until the end of its next turn.
8 thunder damage
4: Fire Ray. The target must make a DC 14 Dexterity saving throw, taking 21 (6d6
) fire damage on a failed save, or half as much damage on a successful one.
22 fire damage
3: Repulsion Ray. The target must succeed on a DC 14 Strength saving throw or take 14 (4d6
) force damage and be pushed up to 60 feet away from the eyedrake.
13 force damage
4: Fire Ray. The target must make a DC 14 Dexterity saving throw, taking 21 (6d6
) fire damage on a failed save, or half as much damage on a successful one.
19 fire damage
5: Paralyzing Ray. The target must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
(save or paralyzed)
Tetrevess himself stays away from the fray, observing all through the manifest mind.
(Actually- realizing the goliath is petrified- all the attacks above on the goliath are on the Tabaxi instead... I'm not going to edit the post as i don't want the manipulated tag, but the eyedrake would be able to tell the goliath is solid... solid as a rock.. (another one of the band's hits)
Freezing Con 14 10
Debilitating Con 14 20
Fire Dex 14 21
Tortle is ethereal, so effects should not interact with him.
DC 21 Con save or take 47 points of radiant damage
23
(If the eyedrakes can’t see the turtle, I suppose both would attack the Tabaxi.)
They actually csn see him, he just can't interact with anything.
"Teleport. Noitanimulli magically teleports, along with any equipment he is wearing and carrying, to an unoccupied space he can see within 30 feet of him. He also becomes insubstantial until the start of his next turn. While insubstantial, he can move through other creatures and objects as if they were difficult terrain. If he ends his turn inside an object, he takes 16 (3d10) force damage and is moved to the nearest unoccupied space.
Noitanimulli is visible, yet it can’t affect or be affected by anything not on the Ethereal plane"
(Ok!)
Apostle Noitanimulli casts mass suggestion on everyone: Tetrevess, Sam, Amri, and both eyedrakes. "Join us in the service if Shar. Lay waste to the infidels who woukd interfere with our sacred mission Hail father Lymic! For Shar! FOR SHAR!"
DC 16 Wis save
(Hey that’s my tactic!)
Tetrevess casts counterspell to attempt to counter the Mass Suggestion. : INt check to try, (he doesn't have the spell slot to auto counter it)
26
tetrevess successfully counters the spell (DC 16). "Ahh.. Mass suggestion... I know that spell well. Pity, we could be friends, if you would just put aside your obsession with this lost cause"
Turnabout is fair play
Innate Spellcasting (Psionics). Noitanimulli’s innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). He can innately cast the following spells, requiring no components
(I'm not sure if counterspell can be used. In our other thread I said I didn't think so, but let me jog my memory worh some google-fu)
Consensus: You can't use counterspell on psionics because psionics aren't magic. AND/OR you csnt perceive them being cast.
Draco-Amri is unaffected, I believe.
(Immune to Charm (dragonbone golem). spell description of mass suggestion: "Creatures that cannot be charmed are immune to this effect.")
Breath Weapon Recharge 2
Also, I forgot about this feature from dragonbone golem for the first round, but for round two, the three cultists should be subject to the following effect:
Fear Aura. Each creature of the golem’s choice that starts its turn within 20 feet of the golem must make a DC 15 Wisdom saving throw unless the golem is incapacitated. On a failed save, the creature is frightened until the start of its next turn. On a successful save, the creature is immune to this golem’s Fear Aura for the next 24 hours
(Round 2)
Draco-Amri will advance to within 5 feet of the Tabaxi, making one Pinion attack and two Rend attacks:
Pinion attack Attack: 14 Piercing Damage: 7 . If successful,
If the target is a Medium or smaller creature, it is pinned beneath the bony pinion and restrained. The golem has two pinions, each of which can restrain one target. If a creature is restrained by one of the pinions, the golem can’t attack with it. Any creature restrained by a pinion can free itself at the start of its turn with a successful DC 17 Strength (Athletics) check.
First Rend Attack: 15 Piercing Damage: 20 + 8 necrotic damage
Second Rend Attack: 25 Piercing Damage: 8 + 10 necrotic damage