Examining the heavily guarded sepulchers, Ethan relays the info back to the other four... only to notice his reckless brother getting ready to impale it without thought. Oh my... I thought as the new cheif he'd show a bit more restraint?!Sigh... so much for being the new substitute leader... He thinks. Before he could make the wrong move, the disguised Simic puts a hand to his brother's face and almost palms him out of spite.
"Hold it, Randy! Don't even try to do anything reckless as our temporary leader without our signal." Ethan warns him before turning back to Piccolo who appears to be finished playing her song. It was also at this point his eyes widen a little when he never realised how small Piccolo was in comparison to his own height; Up until now he hadn't really focused much on her in the midst of this dungeon crawl, so to actually catch a glimpse of her true height raising only up to his upper legs was a bit of a shocker; Not even Xenia, a giant kobold and the shortest of the shifters, would've been as small as her.
That aside, after widening his eyes at Piccolo, he goes back to Trisk as he examines the sepulchers in greater detail, awaiting the results. If Trisk isn't successful, Ethan will nod at Randy to disable it with brute force.
Trisk realizes that the glyph keys they have collected bear similar markings to those in the sepulcher, but then feels a pulse of resisting energy, dealing 1 force damage, as if the sepulcher is trying to force him from understanding what must be done to thwart it. In a flash, Trisk realjzes: every glyph key he holds will empower the weirder as they commune with the energy shielding the sepulcher.
<do you guys know how many glyph keys you have? Each adds +1 to the intelligence arcana or religion checks, you need three to disable a sepulcher. Disabking three of the four allows you tondestroy the phylacteies and achieve a win state. But... kf course it isnt that easy.>
Randy notices something has started to rise feom the dark pool on the floor they stand upon. ...
(Ooc no idea on the keys, we moved through so fast, seems we got 1-2 per area, so we probably have 6-12?) (piccolo has 2. 1d10 bardic inspirations to help)
This post has potentially manipulated dice roll results.
(If I recall Randy is holding onto 9 glyph keys; 8 if someone picked it up after he tossed one to them earlier in the other room. We didn't collect all of the keys around the entire map)
After almost getting facepalmed by his somewhat recovered brother, Randy sharply recoils but doesn't say anything else. Glancing back at the sepulchers, he suddenly begins to notice the strange patterns etched into those things. Wait... Those look familiar. Have I seen those before...? He thinks. He glances down at his hoard of glyph keys... nine keys in total (eight if someone grabbed the key off him before) and... when Trisk gets repulsed by the it occurred to him. Those things protected bear the same symbols as the keys themselves... so it all comes down to matching each key icon to those weird protected thingies. "Trisk. You're a genius." Randy calls out without changing his deadpan expression. "I knew these glyph keys would come into good use eventually. Hang on let me get set up first..." He notices a bunch of confused looks as he pulls out all the keys. "So... basically you see those weird symbols on those magically guarded artefacts? Now take a look at the remaining glyph keys on my hand. Looks familiar? If I'm right... whatever symbol on the key is, we need to jam this stupid force field by matching them with the object that has the same symbols on it-" Almost immediately mid-speech, Randy felt an uneasy sensation coming from below and gasps.
"What the- OH SHOOT! Guys! Something's coming from the ground! Pass any keys you have!"Randy yells out; Whether or not if anyone does toss the remaining keys, Randy will ferociously lock them all onto his bayonet and drive it into the sepulchers before the final fight occurs. It must be the lich isn't it?! Unless if anyone has any ways of trapping him temporarily, he needs to destroy them fast.
How he drives his cannon and the corresponding keys into three of the four sepulchers:
Rollback Post to RevisionRollBack
Wildland Shifters Pt 2 (Pt 1 with PyromaniIsDeadThankGod) Celci (The Lamb) - Non-Binary Changeling Sorcerer (Shadow Magic) Maya Kurosaki- Female Kitsune Cleric (Twilight Domain); Currently in Lancea Randy Wolftree - Male Human Artificer (Armourer); Currently in Crimson Sands of Time Shijiro Otsune- Male Kitsune Blood Hunter (Order Of The Lycan) Trojan Dseyller - Male Tortle Barbarian (Path of the Ancestral Guardian) Xenia Ironhide - Female Kobold Rogue (Soulknife)
(Ooc no idea on the keys, we moved through so fast, seems we got 1-2 per area, so we probably have 6-12?) (piccolo has 2. 1d10 bardic inspirations to help)
It's probably not too hard to sycceed at this, it's more notable that the check is using you're action and there's some chance you'll not succeed. That's relevant becasue:
1. it does deal a small amount of force damage
2. You have to be touching the sepulcher to make the check <I didn't mention this before, but I did say I presumed you were when the checks were made>
An inky black figure, a thing of substance but ephemeral form,l. Eyeless, the creature emerges feom the pool revealing its height of 20 ft. It's diminutive arms ending in vicious claws hint at the creature's predatory nature, but it's jaws, packed full of long razor-sharp teeth leave no doubt. The creature's long serpentine tongue feels around at the air, searching.
Though eyeless, it appears to be looking right through you.
Inexplicably and uncharacteristically, Picollo is overcome with a deep sense of Despair. On initiative 20, she must succeed on a DC 22 Charisma saving throw or be overcome with despair and self-doubt. She will have the stunned condition for 1 minute. At the end of each of her turns, she can repeat the saving throw, ending the effect on a success.
Reaching through the void, the creatures mind finds Ethan's and attemkts ro form an Empathic Link between itself and a creature it can see. The target must make a DC 22 Intelligence saving throw, taking 26 psychic damage on a success. On a failed save, the creature and the shadow are linked. While linked, every time the shadow is damaged, the creature takes half of that damage as psychic damage. The creature may repeat the saving throw at the end of each of its turns, taking 26 psychic damage on a failed save, or ending the effect on a successful one.
Charisma save (her specialty :27 rolled on log ). At first the girl begins silently shivering and crying. But she looks at the group and pulls herself together, putting her Piccolo to her lips and letting about a shivering screech.
Feeling targeted, she cast Sanctuary on herself, concerned she is being targeted (Wis dc 21) bonus action
Ethan's INT Save: 16 (There's no way in hell he can succeed on that)
All of a sudden, Ethan was warned by the Raven Queen about being mentally locked. He gasps when he notices something emerging from the surface, believing that whilst he didn't suffer from any damage yet, there might be something off about that creature as he feels a chilling sensation flowing through his body.
"Randy! Piccolo! Heal me quickly, please!" Ethan whispers as he moves behind the leftmost rock for cover in case before firing a test frostbite to see what the creature has done to him (DC 18 CON or take 5 Ice damage and have disadvantage on his next weapon attack; If he fails the saving throw, Ethan takes 2 Psychic damage)
Rollback Post to RevisionRollBack
The Wildland Shifters Daisy Ethalena- Female Wood Elf Ranger (Monster Slayer) Ethan Wolftree - Male Simic Hybrid Warlock (The Hexblade) Mira Laurits - Female Harengon Sorcerer(Clockwork Soul); Lancea Raiden Kurosaki - Male Kitsune Wizard (Bladesinger); Lancea Rixian Nishinoya - Male Fire Genasi Paladin (Oath of Vengeance) Tenebris Amaro - Male Dark Elf Druid (Circle of Stars) Yurime Hanasaki- Female Kumiho Bard (College Of Creation)
This post has potentially manipulated dice roll results.
"Oh god!" Randy exclaims as he moves to where Ethan is, directly next to the leftmost sepulcher; Faced with the choice of either disabling the structure or risking his already weakened brother falling unconscious, Randy's stuck in conundrum of what to do. But... it seems like Ethan can't really do much either so...
BA Ballista from the rightmost sepulcher (He's aiming from there because he thinks it might coerce the shadow to move to that direction and attack, only for it to hit nothing but the sepulcher itself; Also no sharpshooter this time): Attack: 30 Damage: 22, pushed back 5ft
Action: After distracting the shadow, Randy will quietly move towards Ethan and heal him for 8 HP
On his next turn, Randy will take advantage of his distance to the leftmost sepulcher and attempt to drive his bayonet to disable it; The third and fourth ones, unless if he can somehow move the shadow away from those spots, is going to be tricky.
Wildland Shifters Pt 2 (Pt 1 with PyromaniIsDeadThankGod) Celci (The Lamb) - Non-Binary Changeling Sorcerer (Shadow Magic) Maya Kurosaki- Female Kitsune Cleric (Twilight Domain); Currently in Lancea Randy Wolftree - Male Human Artificer (Armourer); Currently in Crimson Sands of Time Shijiro Otsune- Male Kitsune Blood Hunter (Order Of The Lycan) Trojan Dseyller - Male Tortle Barbarian (Path of the Ancestral Guardian) Xenia Ironhide - Female Kobold Rogue (Soulknife)
as an action, Piccolo plays a soothing melodic tune
(counter charm: At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
The Empathic Link with Ethan has been established. The Warlock feels the darkness of the shadow, it's fiendish origins and its raw power. The creature, in turn, feels Ethans dread and his concern for his brother.
(As a legendary action) the creature targets Randy with a mind spike 19 for 23 psychic damage.
<not actually the spell, technically, because he doesn't know the location and isn't concentraring, it's just called that. So there is no need for a saving throw against it. Its just dealing psychic damage and that's the name they went with. >
(Randy has AD on tbe save vs. Mindspike from Picollo's countercharm)
Randy's attack grazes the beast, but does nothing to impede the creature, who is unmoved. (Legendary action:) The creature begins to change shape, with rivulets of shadowstuff falling away as it reduces to a huge, large, and finally medium size. All the while it remains bipedal, but it becomes more upright in posture, more humanoid, taking on a more familiar aspect until its form resolves in sharp relief. The still monochrome monster now otherwise appears exactly like Ethan!
<who's still up? I've got to make a list here. I think it's Tetrevess and Trisk>
Spoiler
It's vision is based on mind-ment. This is a fun creature from Chains of Admodeus. It's design is clearly inspired by a T Rex. It's even called a Tyrant, but it has an ability to let it see anything that thinks. Curiously, this means it won't see the ballista. It might still react to it, but it won't on a miss. I just thought that was funny, since the idea of TRex movement based sight was popularized in the public with the 1993 film Jurassic Park and this kind of mirrors that. Nothing in the lore or the stat explicitly states this, and I dint realize it until.right now. It's actually a neat and potentially exploitable mechanic. If you can somehow attack without thinking, it would potential be at AD.
Also, lorewise, I altered the momster slightly from CoA. Instead of being tied to a specific Devil (which makes more sense) this one is tied to a demon, (for lore purposes) I don't think this has any mechanical effect, but in case it does, I would allow it to work with either. The creature itself is an aberration.
<I also think it's better to just tell you the target DC for the Int-based skill checks to disable the sepulchers (3 successes while touching it) is 15. Mostly it's eating an action. >
I'll give Trisk and Tetrevess some time to respond but...
There's a twist coming, so i might just post it so we can dialogue that as we move through combat. Dialogue is always free. I was planning to wait to the end of the round, but I'm slightly impatient.
<noticing I changed rhe font to blue by mistake on the lower warlock. It should say 'Tyrant' in red. Assuming you can see color ok, not with darkvision, you shouls be able to tell the difference between the two.>
<edit again to clarify, there's light, im just saying if you did something like cast darkness and rely on devils sight, you'd have a bard time telling one from the other, unless you're Ethan, in which case you are pretty sure you are you. Weird edge case thoughts im babbling about there>
From an adjacent wall of the tetrahedron, a small object begins to float upward toward the center of the room. As it rotates, it's features glint in the light cast by the everburning torches throughout the room. The jewels set into the sockets once filled by eyes and teeth make clear what this creature is. You are face to skull with a demilich, who speaks to you telepathically: "You are not of Thay! How do you come to find the Phylactery vault? Are you loyal to Szazz Tam?"
The demilich doesn't seem to care that your locked in a psychic battle with the Tyrant and the tyrant (who looks like a shadow Ethan) doesn't immediately take notice of the demilich.
Examining the heavily guarded sepulchers, Ethan relays the info back to the other four... only to notice his reckless brother getting ready to impale it without thought. Oh my... I thought as the new cheif he'd show a bit more restraint?! Sigh... so much for being the new substitute leader... He thinks. Before he could make the wrong move, the disguised Simic puts a hand to his brother's face and almost palms him out of spite.
"Hold it, Randy! Don't even try to do anything reckless as our temporary leader without our signal." Ethan warns him before turning back to Piccolo who appears to be finished playing her song. It was also at this point his eyes widen a little when he never realised how small Piccolo was in comparison to his own height; Up until now he hadn't really focused much on her in the midst of this dungeon crawl, so to actually catch a glimpse of her true height raising only up to his upper legs was a bit of a shocker; Not even Xenia, a giant kobold and the shortest of the shifters, would've been as small as her.
That aside, after widening his eyes at Piccolo, he goes back to Trisk as he examines the sepulchers in greater detail, awaiting the results. If Trisk isn't successful, Ethan will nod at Randy to disable it with brute force.
The Wildland Shifters
Daisy Ethalena - Female Wood Elf Ranger (Monster Slayer)
Ethan Wolftree - Male Simic Hybrid Warlock (The Hexblade)
Mira Laurits - Female Harengon Sorcerer (Clockwork Soul); Lancea
Raiden Kurosaki - Male Kitsune Wizard (Bladesinger); Lancea
Rixian Nishinoya - Male Fire Genasi Paladin (Oath of Vengeance)
Tenebris Amaro - Male Dark Elf Druid (Circle of Stars)
Yurime Hanasaki - Female Kumiho Bard (College Of Creation)
Trisk realizes that the glyph keys they have collected bear similar markings to those in the sepulcher, but then feels a pulse of resisting energy, dealing 1 force damage, as if the sepulcher is trying to force him from understanding what must be done to thwart it. In a flash, Trisk realjzes: every glyph key he holds will empower the weirder as they commune with the energy shielding the sepulcher.
<do you guys know how many glyph keys you have? Each adds +1 to the intelligence arcana or religion checks, you need three to disable a sepulcher. Disabking three of the four allows you tondestroy the phylacteies and achieve a win state. But... kf course it isnt that easy.>
Randy notices something has started to rise feom the dark pool on the floor they stand upon. ...
(Ooc no idea on the keys, we moved through so fast, seems we got 1-2 per area, so we probably have 6-12?) (piccolo has 2. 1d10 bardic inspirations to help)
(If I recall Randy is holding onto 9 glyph keys; 8 if someone picked it up after he tossed one to them earlier in the other room. We didn't collect all of the keys around the entire map)
After almost getting facepalmed by his somewhat recovered brother, Randy sharply recoils but doesn't say anything else. Glancing back at the sepulchers, he suddenly begins to notice the strange patterns etched into those things. Wait... Those look familiar. Have I seen those before...? He thinks. He glances down at his hoard of glyph keys... nine keys in total (eight if someone grabbed the key off him before) and... when Trisk gets repulsed by the it occurred to him. Those things protected bear the same symbols as the keys themselves... so it all comes down to matching each key icon to those weird protected thingies. "Trisk. You're a genius." Randy calls out without changing his deadpan expression. "I knew these glyph keys would come into good use eventually. Hang on let me get set up first..." He notices a bunch of confused looks as he pulls out all the keys. "So... basically you see those weird symbols on those magically guarded artefacts? Now take a look at the remaining glyph keys on my hand. Looks familiar? If I'm right... whatever symbol on the key is, we need to jam this stupid force field by matching them with the object that has the same symbols on it-" Almost immediately mid-speech, Randy felt an uneasy sensation coming from below and gasps.
"What the- OH SHOOT! Guys! Something's coming from the ground! Pass any keys you have!" Randy yells out; Whether or not if anyone does toss the remaining keys, Randy will ferociously lock them all onto his bayonet and drive it into the sepulchers before the final fight occurs. It must be the lich isn't it?! Unless if anyone has any ways of trapping him temporarily, he needs to destroy them fast.
Arcana Bayonet 1: 32 Arcana Bayonet 2: 26 Arcana Bayonet 3: 31
How he drives his cannon and the corresponding keys into three of the four sepulchers:
Wildland Shifters Pt 2 (Pt 1 with PyromaniIsDeadThankGod)
Celci (The Lamb) - Non-Binary Changeling Sorcerer (Shadow Magic)
Maya Kurosaki - Female Kitsune Cleric (Twilight Domain); Currently in Lancea
Randy Wolftree - Male Human Artificer (Armourer); Currently in Crimson Sands of Time
Shijiro Otsune - Male Kitsune Blood Hunter (Order Of The Lycan)
Trojan Dseyller - Male Tortle Barbarian (Path of the Ancestral Guardian)
Xenia Ironhide - Female Kobold Rogue (Soulknife)
It's probably not too hard to sycceed at this, it's more notable that the check is using you're action and there's some chance you'll not succeed. That's relevant becasue:
1. it does deal a small amount of force damage
2. You have to be touching the sepulcher to make the check <I didn't mention this before, but I did say I presumed you were when the checks were made>
3. You're in combat
From the dark pool of water emerges...
An inky black figure, a thing of substance but ephemeral form,l. Eyeless, the creature emerges feom the pool revealing its height of 20 ft. It's diminutive arms ending in vicious claws hint at the creature's predatory nature, but it's jaws, packed full of long razor-sharp teeth leave no doubt. The creature's long serpentine tongue feels around at the air, searching.
Though eyeless, it appears to be looking right through you.
Inexplicably and uncharacteristically, Picollo is overcome with a deep sense of Despair. On initiative 20, she must succeed on a DC 22 Charisma saving throw or be overcome with despair and self-doubt. She will have the stunned condition for 1 minute. At the end of each of her turns, she can repeat the saving throw, ending the effect on a success.
Reaching through the void, the creatures mind finds Ethan's and attemkts ro form an Empathic Link between itself and a creature it can see. The target must make a DC 22 Intelligence saving throw, taking 26 psychic damage on a success. On a failed save, the creature and the shadow are linked. While linked, every time the shadow is damaged, the creature takes half of that damage as psychic damage. The creature may repeat the saving throw at the end of each of its turns, taking 26 psychic damage on a failed save, or ending the effect on a successful one.
Players are up
Charisma save (her specialty :27 rolled on log ). At first the girl begins silently shivering and crying. But she looks at the group and pulls herself together, putting her Piccolo to her lips and letting about a shivering screech.
Feeling targeted, she cast Sanctuary on herself, concerned she is being targeted (Wis dc 21) bonus action
Ethan's INT Save: 16 (There's no way in hell he can succeed on that)
All of a sudden, Ethan was warned by the Raven Queen about being mentally locked. He gasps when he notices something emerging from the surface, believing that whilst he didn't suffer from any damage yet, there might be something off about that creature as he feels a chilling sensation flowing through his body.
"Randy! Piccolo! Heal me quickly, please!" Ethan whispers as he moves behind the leftmost rock for cover in case before firing a test frostbite to see what the creature has done to him (DC 18 CON or take 5 Ice damage and have disadvantage on his next weapon attack; If he fails the saving throw, Ethan takes 2 Psychic damage)
The Wildland Shifters
Daisy Ethalena - Female Wood Elf Ranger (Monster Slayer)
Ethan Wolftree - Male Simic Hybrid Warlock (The Hexblade)
Mira Laurits - Female Harengon Sorcerer (Clockwork Soul); Lancea
Raiden Kurosaki - Male Kitsune Wizard (Bladesinger); Lancea
Rixian Nishinoya - Male Fire Genasi Paladin (Oath of Vengeance)
Tenebris Amaro - Male Dark Elf Druid (Circle of Stars)
Yurime Hanasaki - Female Kumiho Bard (College Of Creation)
"Oh god!" Randy exclaims as he moves to where Ethan is, directly next to the leftmost sepulcher; Faced with the choice of either disabling the structure or risking his already weakened brother falling unconscious, Randy's stuck in conundrum of what to do. But... it seems like Ethan can't really do much either so...
BA Ballista from the rightmost sepulcher (He's aiming from there because he thinks it might coerce the shadow to move to that direction and attack, only for it to hit nothing but the sepulcher itself; Also no sharpshooter this time): Attack: 30 Damage: 22, pushed back 5ft
Action: After distracting the shadow, Randy will quietly move towards Ethan and heal him for 8 HP
On his next turn, Randy will take advantage of his distance to the leftmost sepulcher and attempt to drive his bayonet to disable it; The third and fourth ones, unless if he can somehow move the shadow away from those spots, is going to be tricky.
Wildland Shifters Pt 2 (Pt 1 with PyromaniIsDeadThankGod)
Celci (The Lamb) - Non-Binary Changeling Sorcerer (Shadow Magic)
Maya Kurosaki - Female Kitsune Cleric (Twilight Domain); Currently in Lancea
Randy Wolftree - Male Human Artificer (Armourer); Currently in Crimson Sands of Time
Shijiro Otsune - Male Kitsune Blood Hunter (Order Of The Lycan)
Trojan Dseyller - Male Tortle Barbarian (Path of the Ancestral Guardian)
Xenia Ironhide - Female Kobold Rogue (Soulknife)
(Ooc Piccolo can heal Ethan next round)
as an action, Piccolo plays a soothing melodic tune
(counter charm: At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
Dc18 con save vs Erhans frostbite 7
The Empathic Link with Ethan has been established. The Warlock feels the darkness of the shadow, it's fiendish origins and its raw power. The creature, in turn, feels Ethans dread and his concern for his brother.
(As a legendary action) the creature targets Randy with a mind spike 19 for 23 psychic damage.
<not actually the spell, technically, because he doesn't know the location and isn't concentraring, it's just called that. So there is no need for a saving throw against it. Its just dealing psychic damage and that's the name they went with. >
(Ooc nasty!)
(Randy has AD on tbe save vs. Mindspike from Picollo's countercharm)
Randy's attack grazes the beast, but does nothing to impede the creature, who is unmoved. (Legendary action:) The creature begins to change shape, with rivulets of shadowstuff falling away as it reduces to a huge, large, and finally medium size. All the while it remains bipedal, but it becomes more upright in posture, more humanoid, taking on a more familiar aspect until its form resolves in sharp relief. The still monochrome monster now otherwise appears exactly like Ethan!
<who's still up? I've got to make a list here. I think it's Tetrevess and Trisk>
Spoiler
It's vision is based on mind-ment. This is a fun creature from Chains of Admodeus. It's design is clearly inspired by a T Rex. It's even called a Tyrant, but it has an ability to let it see anything that thinks. Curiously, this means it won't see the ballista. It might still react to it, but it won't on a miss. I just thought that was funny, since the idea of TRex movement based sight was popularized in the public with the 1993 film Jurassic Park and this kind of mirrors that. Nothing in the lore or the stat explicitly states this, and I dint realize it until.right now. It's actually a neat and potentially exploitable mechanic. If you can somehow attack without thinking, it would potential be at AD.
Also, lorewise, I altered the momster slightly from CoA. Instead of being tied to a specific Devil (which makes more sense) this one is tied to a demon, (for lore purposes) I don't think this has any mechanical effect, but in case it does, I would allow it to work with either. The creature itself is an aberration.
<I also think it's better to just tell you the target DC for the Int-based skill checks to disable the sepulchers (3 successes while touching it) is 15. Mostly it's eating an action. >
I'll give Trisk and Tetrevess some time to respond but...
There's a twist coming, so i might just post it so we can dialogue that as we move through combat. Dialogue is always free. I was planning to wait to the end of the round, but I'm slightly impatient.
<noticing I changed rhe font to blue by mistake on the lower warlock. It should say 'Tyrant' in red. Assuming you can see color ok, not with darkvision, you shouls be able to tell the difference between the two.>
<edit again to clarify, there's light, im just saying if you did something like cast darkness and rely on devils sight, you'd have a bard time telling one from the other, unless you're Ethan, in which case you are pretty sure you are you. Weird edge case thoughts im babbling about there>
<From BA>
Trisk will cast Slow at the tyrant creature.
DC 18 WIS save.
"I'll try to slow it down!"
DM: tyrant Wis save 14
<Waiting on Tetrevess, but while we wait...>
From an adjacent wall of the tetrahedron, a small object begins to float upward toward the center of the room. As it rotates, it's features glint in the light cast by the everburning torches throughout the room. The jewels set into the sockets once filled by eyes and teeth make clear what this creature is. You are face to skull with a demilich, who speaks to you telepathically: "You are not of Thay! How do you come to find the Phylactery vault? Are you loyal to Szazz Tam?"
The demilich doesn't seem to care that your locked in a psychic battle with the Tyrant and the tyrant (who looks like a shadow Ethan) doesn't immediately take notice of the demilich.
Ba (this is for Crimson Sands of Time thread, please) Trisk will cast Slow at the tyrant creature. DC 18 WIS save. "I'll try to slow it down!"