After imbibing various potions and casting various spells, a robed and orbited Atherna will face up against a behir (Encounter 1K) with an initiative of 23 (9,19 + 4) and a Stealth of 17 (5,10 + 7). Shortly in tow is her owl, with an initiative of 19 (18 + 1).
behir perception +6 8 behir initiative +3 5
Atherna's Turn: Bonus Action: Bladesong, Action: Scorching ray (4th level):
Ray 1: Nat 20 to hit, 15 (9 + 6) fire damage Ray 2: 23 (11 + 10 + 2) to hit, 15 (10 + 5) fire damage Ray 3: 26 (12 + 10 + 4) to hit, 18 (9 + 9) fire damage Ray 4: Nat 1 to hit Ray 5: 18 (7 + 10 + 1) to hit, 18 (10 + 8) fire damage
Owl's Turn: Movement: fly 60 feet to behir Action: Help, next attack against behir has advantage
Atherna's Turn: Action: Scorching ray (3rd level):
Ray #: 29 (7,16 + 10 + 3) to hit, 19 (12 + 7) fire damage Ray #: 18 (7 + 10 + 1) to hit, 18 (10 + 8) fire damage Ray #: 17 (5 + 10 + 2) to hit, 11 (7 + 4) fire damage Ray #: 30 (19 + 10 + 1) to hit, 11 (6 + 5) fire damage Owl's Turn: Action: Help, next attack against behir has advantage
Surprise Round deals, 15, 15, 18, 18 damage to the behir (102/168) First Round deals, 19, 18, 11, 11 damage to the behir (43/168)
The behir moves and Lightning Breath,
Roll a Dexterity Save DC 16 to take half of 58 lightning damage
(It isn't significant this time, but for the future, is the behir's lightning breath magical?)
Dexterity Save: 25 (19 + 4 + 2), halved to 29 lightning damage Reaction: Absorb elements (2nd level), damage halved to 14 lightning damage, next hit does 2d6 extra lightning damage
Atherna's Turn: Action: Potion of Speed Bonus Action: Spirit shroud, attacks deal 1d8 extra radiant damage, creatures in 10 ft. get -10 ft. speed Haste Action: Attack (Rapier): 32 (6,19 + 10 + 3) to hit, 8 (1 + 7) piercing damage, 1 radiant damage, and 5 lightning damage (immune)
After taking 9 damage, the behir (34/168) attempts to refresh the lightning breath on a 5-6 6
If refreshed, Lightning Breath, Dexterity Save DC 16 or take half of 72 If no refresh, then multiattack, Bite, Attack: 22 Damage: 17, Constrict, Attack: 17 Damage: 18 bludgeoning, plus 22 slashing, grappled DC 16 to escape.
Atherna's Turn: Action: Potion of Healing (Supreme): 47 (27 + 20) points of healing Haste Action: Attack (Rapier): 19 (3,7 + 10 + 2) to hit, 13 (6 + 7) piercing damage and 1 radiant damage
Owl's Turn: Same as always. From here on out, assume that the owl is just moving behind the enemy and using the Help action to grant advantage on the next strike against it.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
After imbibing various potions and casting various spells, a robed and orbited Atherna will face up against a behir (Encounter 1K) with an initiative of 23 (9,19 + 4) and a Stealth of 17 (5,10 + 7). Shortly in tow is her owl, with an initiative of 19 (18 + 1).
behir perception +6 8 behir initiative +3 5
Atherna's Turn: Bonus Action: Bladesong, Action: Scorching ray (4th level):
Ray 1: Nat 20 to hit, 15 (9 + 6) fire damage Ray 2: 23 (11 + 10 + 2) to hit, 15 (10 + 5) fire damage Ray 3: 26 (12 + 10 + 4) to hit, 18 (9 + 9) fire damage Ray 4: Nat 1 to hit Ray 5: 18 (7 + 10 + 1) to hit, 18 (10 + 8) fire damage
Owl's Turn: Movement: fly 60 feet to behir Action: Help, next attack against behir has advantage
Atherna's Turn: Action: Scorching ray (3rd level):
Ray #: 29 (7,16 + 10 + 3) to hit, 19 (12 + 7) fire damage Ray #: 18 (7 + 10 + 1) to hit, 18 (10 + 8) fire damage Ray #: 17 (5 + 10 + 2) to hit, 11 (7 + 4) fire damage Ray #: 30 (19 + 10 + 1) to hit, 11 (6 + 5) fire damage Owl's Turn: Action: Help, next attack against behir has advantage
Surprise Round deals, 15, 15, 18, 18 damage to the behir (102/168) First Round deals, 19, 18, 11, 11 damage to the behir (43/168)
The behir moves and Lightning Breath,
Roll a Dexterity Save DC 16 to take half of 58 lightning damage
(It isn't significant this time, but for the future, is the behir's lightning breath magical?)
Dexterity Save: 25 (19 + 4 + 2), halved to 29 lightning damage Reaction: Absorb elements (2nd level), damage halved to 14 lightning damage, next hit does 2d6 extra lightning damage
Atherna's Turn: Action: Potion of Speed Bonus Action: Spirit shroud, attacks deal 1d8 extra radiant damage, creatures in 10 ft. get -10 ft. speed Haste Action: Attack (Rapier): 32 (6,19 + 10 + 3) to hit, 8 (1 + 7) piercing damage, 1 radiant damage, and 5 lightning damage (immune)
After taking 9 damage, the behir (34/168) attempts to refresh the lightning breath on a 5-6 6
If refreshed, Lightning Breath, Dexterity Save DC 16 or take half of 72 If no refresh, then multiattack, Bite, Attack: 22 Damage: 17, Constrict, Attack: 17 Damage: 18 bludgeoning, plus 22 slashing, grappled DC 16 to escape.
Atherna's Turn: Action: Potion of Healing (Supreme): 47 (27 + 20) points of healing Haste Action: Attack (Rapier): 19 (3,7 + 10 + 2) to hit, 13 (6 + 7) piercing damage and 1 radiant damage
Owl's Turn: Same as always. From here on out, assume that the owl is just moving behind the enemy and using the Help action to grant advantage on the next strike against it.
After taking 14 damage, the [monster]behir[monster] (20/168) attempts to refresh the lightning breath on a 5-6, 5
If refreshed, Lightning Breath, Dexterity Save DC 16 or take half of 96 If no refresh, then multiattack, Bite, Attack: 25 Damage: 25, Constrict, Attack: 25 Damage: 21 bludgeoning, plus 16 slashing, grappled DC 16 to escape.
After imbibing various potions and casting various spells, a robed and orbited Atherna will face up against a behir (Encounter 1K) with an initiative of 23 (9,19 + 4) and a Stealth of 17 (5,10 + 7). Shortly in tow is her owl, with an initiative of 19 (18 + 1).
behir perception +6 8 behir initiative +3 5
Atherna's Turn: Bonus Action: Bladesong, Action: Scorching ray (4th level):
Ray 1: Nat 20 to hit, 15 (9 + 6) fire damage Ray 2: 23 (11 + 10 + 2) to hit, 15 (10 + 5) fire damage Ray 3: 26 (12 + 10 + 4) to hit, 18 (9 + 9) fire damage Ray 4: Nat 1 to hit Ray 5: 18 (7 + 10 + 1) to hit, 18 (10 + 8) fire damage
Owl's Turn: Movement: fly 60 feet to behir Action: Help, next attack against behir has advantage
Atherna's Turn: Action: Scorching ray (3rd level):
Ray #: 29 (7,16 + 10 + 3) to hit, 19 (12 + 7) fire damage Ray #: 18 (7 + 10 + 1) to hit, 18 (10 + 8) fire damage Ray #: 17 (5 + 10 + 2) to hit, 11 (7 + 4) fire damage Ray #: 30 (19 + 10 + 1) to hit, 11 (6 + 5) fire damage Owl's Turn: Action: Help, next attack against behir has advantage
Surprise Round deals, 15, 15, 18, 18 damage to the behir (102/168) First Round deals, 19, 18, 11, 11 damage to the behir (43/168)
The behir moves and Lightning Breath,
Roll a Dexterity Save DC 16 to take half of 58 lightning damage
(It isn't significant this time, but for the future, is the behir's lightning breath magical?)
Dexterity Save: 25 (19 + 4 + 2), halved to 29 lightning damage Reaction: Absorb elements (2nd level), damage halved to 14 lightning damage, next hit does 2d6 extra lightning damage
Atherna's Turn: Action: Potion of Speed Bonus Action: Spirit shroud, attacks deal 1d8 extra radiant damage, creatures in 10 ft. get -10 ft. speed Haste Action: Attack (Rapier): 32 (6,19 + 10 + 3) to hit, 8 (1 + 7) piercing damage, 1 radiant damage, and 5 lightning damage (immune)
After taking 9 damage, the behir (34/168) attempts to refresh the lightning breath on a 5-6 6
If refreshed, Lightning Breath, Dexterity Save DC 16 or take half of 72 If no refresh, then multiattack, Bite, Attack: 22 Damage: 17, Constrict, Attack: 17 Damage: 18 bludgeoning, plus 22 slashing, grappled DC 16 to escape.
Atherna's Turn: Action: Potion of Healing (Supreme): 47 (27 + 20) points of healing Haste Action: Attack (Rapier): 19 (3,7 + 10 + 2) to hit, 13 (6 + 7) piercing damage and 1 radiant damage
Owl's Turn: Same as always. From here on out, assume that the owl is just moving behind the enemy and using the Help action to grant advantage on the next strike against it.
After taking 14 damage, the [monster]behir[monster] (20/168) attempts to refresh the lightning breath on a 5-6, 5
If refreshed, Lightning Breath, Dexterity Save DC 16 or take half of 76 If no refresh, then multiattack, Bite, Attack: 12 Damage: 20, Constrict, Attack: 18 Damage: 12 bludgeoning, plus 15 slashing, grappled DC 16 to escape.
Haste Action: Attack (Rapier): 19 (1,8 + 10 + 1) to hit, 9 (2 + 7) piercing damage Action: Sleep (3rd level): 43 hp of sleepiness
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Got most of the build in mind. Thinking I'll go with
Race: Firbolg (MotM) I'm looking at the Hidden Step trait and thinking that could be a useful way to use Reckless Attack and then go invisible as a way to negate the Slaad getting advantage after using the Reckless Attack. (At least the first 3 times.) Plus it just feels right for a giant-kin to go down the Path of the Giant. Class: Path of the Giant Barbarian (as mentioned) Background: Giant Foundling; looking at gaining the Strike of the Giant (Hill Giant) for the additional 1d6 and chance of making the Slaad go prone Level 4 ASI/Feat: still thinking there; not sure what I want to pick yet. Currently thinkig of thing like Shield Master if I want to use a shield and get more attempt to make the Slaad prone. Other ideas being Savage Attacker or Fighting Initiate. Equipment: Still figuring that out too.
Couple Questions
1. The Strike of the Giants feat's description says "You have absorbed primeval magic that gives you an echo of the might of giants." as part of its text. Just want to have pre-fight clarification on if the Slaad would get advantage on the saving throw against going prone. (Since it's upon the hit with a melee weapon, I'm not 100% sure.)
2. The Elemental Cleaver feature of the Path of the Giant mentions that a weapon gains the thrown property with range 20/60 in addition to returning to the hand after a hit/miss. I'm assuming that would not affect the 30/120 of a javelin. (I'm considering if it might be advantageous to try kiting the slaad somewhat and being able to throw multiple attacks at the slaad without having to worry about item interactions to grab each javelin.) But I just want to double-check.
3. This is more procedural than mechanical, but with things like the Hill Strike and shove attacks requiring a contested roll from the slaad to avoid a prone condition, how would you like that to be organized in the posts? Would you prefer for turns to be broken into multiple posts or for a single post with if/else clauses?
Got most of the build in mind. Thinking I'll go with
Race: Firbolg (MotM) I'm looking at the Hidden Step trait and thinking that could be a useful way to use Reckless Attack and then go invisible as a way to negate the Slaad getting advantage after using the Reckless Attack. (At least the first 3 times.) Plus it just feels right for a giant-kin to go down the Path of the Giant. Class: Path of the Giant Barbarian (as mentioned) Background: Giant Foundling; looking at gaining the Strike of the Giant (Hill Giant) for the additional 1d6 and chance of making the Slaad go prone Level 4 ASI/Feat: still thinking there; not sure what I want to pick yet. Currently thinkig of thing like Shield Master if I want to use a shield and get more attempt to make the Slaad prone. Other ideas being Savage Attacker or Fighting Initiate. Equipment: Still figuring that out too.
Couple Questions
1. The Strike of the Giants feat's description says "You have absorbed primeval magic that gives you an echo of the might of giants." as part of its text. Just want to have pre-fight clarification on if the Slaad would get advantage on the saving throw against going prone. (Since it's upon the hit with a melee weapon, I'm not 100% sure.)
2. The Elemental Cleaver feature of the Path of the Giant mentions that a weapon gains the thrown property with range 20/60 in addition to returning to the hand after a hit/miss. I'm assuming that would not affect the 30/120 of a javelin. (I'm considering if it might be advantageous to try kiting the slaad somewhat and being able to throw multiple attacks at the slaad without having to worry about item interactions to grab each javelin.) But I just want to double-check.
3. This is more procedural than mechanical, but with things like the Hill Strike and shove attacks requiring a contested roll from the slaad to avoid a prone condition, how would you like that to be organized in the posts? Would you prefer for turns to be broken into multiple posts or for a single post with if/else clauses?
Fascinating questions,
1. You may be right, for most of the options, they do seem to be magical effects.
2. I guess it has two different ranges, along with melee range as well.
3. What ever seems fair and easier. As long as you roll your dice and I roll the monster's. What I like to do is to give two different outcomes based on a sucess roll or a failure roll but then stop at that level. It wouldn't make a lot of sense to predict results past one fork.
Thanks for the answers. (And I'll probably swap between some conditionals and pauses then once getting to the nitty-gritty.)
Side note, for some reason I didn't think to check if the Slaad has blindsight before and after a double-checked remembered it does. So the Hidden Step won't be useful for what I initially thought. But perhaps in the next fight. (I still like the Firbolg choice and maybe there'll be a use I find here.)
Chose ASI feat: Fighting Initiate, Dueling (want to have that consistent +2 to wear things down quicker while having a shield to reduce incoming damage)
Ioun Stone of Strength: 3,000 Brass Horn of Valhalla: 8,400 //a barbarian summoning warriors from Valhalla just feels so right Cloak of Protection: 3,500 Potion of Speed: 400 Potion of Heroism: 180 subtotal: 15,480
Clothes Traveler's: 2gp Javelin x6: 3gp //just in case I end needing the range Potion of Greater Healingx2: 300 Portion of Superior Healing: 450 Potion of Flying: 500 subtotal: 1,255
subtotals combined: 38,755
40,000 - 38,755 = 1,245
As Roger falls to the Slaad a familial tie reverberates and finds an echo in Hadaras Gathakanathi, a Firbolg barbarian and uncle of the harengon. He takes up the quest to avenge his fallen nephew and makes his journey. After travelling through the firey wasteland he feels he has neared the place of battle. He drinks a Potion of Heroism and readies his axe. He also uses his Firbolg magic to cast Disguise Self to look like an unarmed gnome*. Upon seeing the Slaad he casts Thaumaturgy to issue a challenge to the fiend. "Let's dance, foul fiend!"
*Firbolg magic allows looking up to 3ft shorter, not 1ft as normal. Going for that 7-8ft firbolg to 4ft gnome.
Initiative: 3+3 = 6 Starting Distance (so I remember): 60ft
Thanks for the answers. (And I'll probably swap between some conditionals and pauses then once getting to the nitty-gritty.)
Side note, for some reason I didn't think to check if the Slaad has blindsight before and after a double-checked remembered it does. So the Hidden Step won't be useful for what I initially thought. But perhaps in the next fight. (I still like the Firbolg choice and maybe there'll be a use I find here.)
Chose ASI feat: Fighting Initiate, Dueling (want to have that consistent +2 to wear things down quicker while having a shield to reduce incoming damage)
Ioun Stone of Strength: 3,000 Brass Horn of Valhalla: 8,400 //a barbarian summoning warriors from Valhalla just feels so right Cloak of Protection: 3,500 Potion of Speed: 400 Potion of Heroism: 180 subtotal: 15,480
Clothes Traveler's: 2gp Javelin x6: 3gp //just in case I end needing the range Potion of Greater Healingx2: 300 Portion of Superior Healing: 450 Potion of Flying: 500 subtotal: 1,255
subtotals combined: 38,755
40,000 - 38,755 = 1,245
As Roger falls to the Slaad a familial tie reverberates and finds an echo in Hadaras Gathakanathi, a Firbolg barbarian and uncle of the harengon. He takes up the quest to avenge his fallen nephew and makes his journey. After travelling through the firey wasteland he feels he has neared the place of battle. He drinks a Potion of Heroism and readies his axe. He also uses his Firbolg magic to cast Disguise Self to look like an unarmed gnome*. Upon seeing the Slaad he casts Thaumaturgy to issue a challenge to the fiend. "Let's dance, foul fiend!"
*Firbolg magic allows looking up to 3ft shorter, not 1ft as normal. Going for that 7-8ft firbolg to 4ft gnome.
Initiative: 3+3 = 6 Starting Distance (so I remember): 60ft
Thanks for the answers. (And I'll probably swap between some conditionals and pauses then once getting to the nitty-gritty.)
Side note, for some reason I didn't think to check if the Slaad has blindsight before and after a double-checked remembered it does. So the Hidden Step won't be useful for what I initially thought. But perhaps in the next fight. (I still like the Firbolg choice and maybe there'll be a use I find here.)
Chose ASI feat: Fighting Initiate, Dueling (want to have that consistent +2 to wear things down quicker while having a shield to reduce incoming damage)
Ioun Stone of Strength: 3,000 Brass Horn of Valhalla: 8,400 //a barbarian summoning warriors from Valhalla just feels so right Cloak of Protection: 3,500 Potion of Speed: 400 Potion of Heroism: 180 subtotal: 15,480
Clothes Traveler's: 2gp Javelin x6: 3gp //just in case I end needing the range Potion of Greater Healingx2: 300 Portion of Superior Healing: 450 Potion of Flying: 500 subtotal: 1,255
subtotals combined: 38,755
40,000 - 38,755 = 1,245
As Roger falls to the Slaad a familial tie reverberates and finds an echo in Hadaras Gathakanathi, a Firbolg barbarian and uncle of the harengon. He takes up the quest to avenge his fallen nephew and makes his journey. After travelling through the firey wasteland he feels he has neared the place of battle. He drinks a Potion of Heroism and readies his axe. He also uses his Firbolg magic to cast Disguise Self to look like an unarmed gnome*. Upon seeing the Slaad he casts Thaumaturgy to issue a challenge to the fiend. "Let's dance, foul fiend!"
*Firbolg magic allows looking up to 3ft shorter, not 1ft as normal. Going for that 7-8ft firbolg to 4ft gnome.
Initiative: 3+3 = 6 Starting Distance (so I remember): 60ft
I've got a fun idea on how to fight the next tier...
As I get that sorted out, though, I'd like to ask a question. Would Oil of Sharpness stack with items that already have magical bonuses, or would it override them and just set those magical bonuses to +3?
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Thanks for the answers. (And I'll probably swap between some conditionals and pauses then once getting to the nitty-gritty.)
Side note, for some reason I didn't think to check if the Slaad has blindsight before and after a double-checked remembered it does. So the Hidden Step won't be useful for what I initially thought. But perhaps in the next fight. (I still like the Firbolg choice and maybe there'll be a use I find here.)
Chose ASI feat: Fighting Initiate, Dueling (want to have that consistent +2 to wear things down quicker while having a shield to reduce incoming damage)
Ioun Stone of Strength: 3,000 Brass Horn of Valhalla: 8,400 //a barbarian summoning warriors from Valhalla just feels so right Cloak of Protection: 3,500 Potion of Speed: 400 Potion of Heroism: 180 subtotal: 15,480
Clothes Traveler's: 2gp Javelin x6: 3gp //just in case I end needing the range Potion of Greater Healingx2: 300 Portion of Superior Healing: 450 Potion of Flying: 500 subtotal: 1,255
subtotals combined: 38,755
40,000 - 38,755 = 1,245
As Roger falls to the Slaad a familial tie reverberates and finds an echo in Hadaras Gathakanathi, a Firbolg barbarian and uncle of the harengon. He takes up the quest to avenge his fallen nephew and makes his journey. After travelling through the firey wasteland he feels he has neared the place of battle. He drinks a Potion of Heroism and readies his axe. He also uses his Firbolg magic to cast Disguise Self to look like an unarmed gnome*. Upon seeing the Slaad he casts Thaumaturgy to issue a challenge to the fiend. "Let's dance, foul fiend!"
*Firbolg magic allows looking up to 3ft shorter, not 1ft as normal. Going for that 7-8ft firbolg to 4ft gnome.
Initiative: 3+3 = 6 Starting Distance (so I remember): 60ft
The Gray Slaad replies telepathically, "How about a fire dance?" and casts fireball
fireball, make a dexterity save DC 14 to take half of 20
Hadaras deftly avoids the brunt of the fireball.
DEX save: max(10,15) + 4 + 1d4 = 19 + 1d4 >= 14 //advantage from Danger Sense for an effect that's visible Half damage (10) from fireball, temp HP from Potion of Heroism used
Coming from the flames he advances and retorts, "Those were some nice pyrotechnics. Let's see if we can get some music for this dance." He pulls out a horn and blows a call through it, causing spirits from Valhalla to appear.
Movement: Move 30 feet towards Slaad Action: blow Brass Horn of Valhalla Summons: (1+2+3) + 3 = 9 berserkers.
"Surround the Slaad, hold him down, and let him taste your axes!" he suggests to the warriors before heading 5ft back, readying for the next turn. (Want to be out of range of the Fear spell. Plan is to charge in next round or, if the Slaad decides to fly, take the potion of speed and use the haste action to take a potion of flying and chase after the Slaad to bring him back down to the ground.)
I've got a fun idea on how to fight the next tier...
As I get that sorted out, though, I'd like to ask a question. Would Oil of Sharpness stack with items that already have magical bonuses, or would it override them and just set those magical bonuses to +3?
Unfortunately, I think both bonuses are the same, so they wouldn't stack.
Thanks for the answers. (And I'll probably swap between some conditionals and pauses then once getting to the nitty-gritty.)
Side note, for some reason I didn't think to check if the Slaad has blindsight before and after a double-checked remembered it does. So the Hidden Step won't be useful for what I initially thought. But perhaps in the next fight. (I still like the Firbolg choice and maybe there'll be a use I find here.)
Chose ASI feat: Fighting Initiate, Dueling (want to have that consistent +2 to wear things down quicker while having a shield to reduce incoming damage)
Ioun Stone of Strength: 3,000 Brass Horn of Valhalla: 8,400 //a barbarian summoning warriors from Valhalla just feels so right Cloak of Protection: 3,500 Potion of Speed: 400 Potion of Heroism: 180 subtotal: 15,480
Clothes Traveler's: 2gp Javelin x6: 3gp //just in case I end needing the range Potion of Greater Healingx2: 300 Portion of Superior Healing: 450 Potion of Flying: 500 subtotal: 1,255
subtotals combined: 38,755
40,000 - 38,755 = 1,245
As Roger falls to the Slaad a familial tie reverberates and finds an echo in Hadaras Gathakanathi, a Firbolg barbarian and uncle of the harengon. He takes up the quest to avenge his fallen nephew and makes his journey. After travelling through the firey wasteland he feels he has neared the place of battle. He drinks a Potion of Heroism and readies his axe. He also uses his Firbolg magic to cast Disguise Self to look like an unarmed gnome*. Upon seeing the Slaad he casts Thaumaturgy to issue a challenge to the fiend. "Let's dance, foul fiend!"
*Firbolg magic allows looking up to 3ft shorter, not 1ft as normal. Going for that 7-8ft firbolg to 4ft gnome.
Spoiler (click to hide) Initiative: 3+3 = 6 Starting Distance (so I remember): 60ft
The Gray Slaad replies telepathically, "How about a fire dance?" and casts fireball
fireball, make a dexterity save DC 14 to take half of 20
Hadaras deftly avoids the brunt of the fireball.
DEX save: max(10,15) + 4 + 1d4 = 19 + 1d4 >= 14 //advantage from Danger Sense for an effect that's visible Half damage (10) from fireball, temp HP from Potion of Heroism used
Coming from the flames he advances and retorts, "Those were some nice pyrotechnics. Let's see if we can get some music for this dance." He pulls out a horn and blows a call through it, causing spirits from Valhalla to appear.
Movement: Move 30 feet towards Slaad Action: blow Brass Horn of Valhalla Summons: (1+2+3) + 3 = 9 berserkers.
"Surround the Slaad, hold him down, and let him taste your axes!" he suggests to the warriors before heading 5ft back, readying for the next turn. (Want to be out of range of the Fear spell. Plan is to charge in next round or, if the Slaad decides to fly, take the potion of speed and use the haste action to take a potion of flying and chase after the Slaad to bring him back down to the ground.)
The gray slaad casts fear forcing all nine of the berserkers to make a Wisdom Save DC 14 or drop their weapons and run away form the slaad until they can't see him. Hadaras might be outside of the range of fear if he is 35 feet away.
Question (probably should've asked this sooner), how will the berserkers be handled? Should I roll initiative for each of them or keep them on Hadaras' turn? And do they get actions on the first turn they're summoned? (In which case, if they take initiative on the same turn as Hadaras, would've had a bit of a swarm from some of them being able to reach the slaad and do some first-turn-summoned attacks.)
For a bunch of Wisdom Saves (took me a few times to figure out how to open the whole 9; and please take a double-check because I'm not 100% I'm reading some of the die-rolls correct as I was looking at the straight-up die results and while I'm pretty sure I got them right, possible I missed something) Fails: 7, 11, 3, 4, 10 Successes: 20, 15, 19, 16
Atherna does all of the things that she usually does when she prepares for a battle. Drinking the usual potions, casting the usual spells, applying the usual oil. Except this time, she adds something new to the routine. This time, she gets into a giant metal crab, before marching it off, hatch-open, to fight the erinyes (encounter 1N) ahead of her, with an initiative of 21 (13,17 + 4) and a Stealth of giant metal crab. Oh, and her owl sits atop the lobster with an initiative of 6 (5 + 1)
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Question (probably should've asked this sooner), how will the berserkers be handled? Should I roll initiative for each of them or keep them on Hadaras' turn? And do they get actions on the first turn they're summoned? (In which case, if they take initiative on the same turn as Hadaras, would've had a bit of a swarm from some of them being able to reach the slaad and do some first-turn-summoned attacks.)
For a bunch of Wisdom Saves (took me a few times to figure out how to open the whole 9; and please take a double-check because I'm not 100% I'm reading some of the die-rolls correct as I was looking at the straight-up die results and while I'm pretty sure I got them right, possible I missed something) Fails: 7, 11, 3, 4, 10 Successes: 20, 15, 19, 16
still todo: Hadaras' and Berserkers' actions
I think the players should roll for their summons but I'm happy to roll for them if you like.
There are two ways to handle summoned creatures initiatives. PHB has you roll, which penalizes higher than summoner's initiatives. Tasha's has your summoned go directly after your initiative. I'm inclined to stick with the PHB and have you roll initiative, and then wait until next turn if you roll high. If you roll between Hadaras and the Slaad, then we can retcon and go back and have you roll all your berserker attacks (with advantage) against the slaad, before fear was cast.
summon beast from TCoE the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
conjure animals Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
Atherna does all of the things that she usually does when she prepares for a battle. Drinking the usual potions, casting the usual spells, applying the usual oil. Except this time, she adds something new to the routine. This time, she gets into a giant metal crab, before marching it off, hatch-open, to fight the erinyes (encounter 1N) ahead of her, with an initiative of 21 (13,17 + 4) and a Stealth of giant metal crab. Oh, and her owl sits atop the lobster with an initiative of 6 (5 + 1)
Question (probably should've asked this sooner), how will the berserkers be handled? Should I roll initiative for each of them or keep them on Hadaras' turn? And do they get actions on the first turn they're summoned? (In which case, if they take initiative on the same turn as Hadaras, would've had a bit of a swarm from some of them being able to reach the slaad and do some first-turn-summoned attacks.)
For a bunch of Wisdom Saves (took me a few times to figure out how to open the whole 9; and please take a double-check because I'm not 100% I'm reading some of the die-rolls correct as I was looking at the straight-up die results and while I'm pretty sure I got them right, possible I missed something) Fails: 7, 11, 3, 4, 10 Successes: 20, 15, 19, 16
still todo: Hadaras' and Berserkers' actions
I think the players should roll for their summons but I'm happy to roll for them if you like.
There are two ways to handle summoned creatures initiatives. PHB has you roll, which penalizes higher than summoner's initiatives. Tasha's has your summoned go directly after your initiative. I'm inclined to stick with the PHB and have you roll initiative, and then wait until next turn if you roll high. If you roll between Hadaras and the Slaad, then we can retcon and go back and have you roll all your berserker attacks (with advantage) against the slaad, before fear was cast.
Alrighty. Rolling the 1 initiative for the berserkers.
//was initially thinking they might be able to do some grapple/shove, however with the lower number, going for the damage
After the berserkers make their attacks, Hadaras drinks the potion of speed, enters into a rage (infusing his battleaxe with additional lightning damage and a 20/60 range), and moves 15ft forward to make ranged attack with the battleaxe before retreating 45ft
Action: Drink Potion of Speed
Bonus Action: Enter Rage! //note: added a duplicate +3 battleaxe to include the +2 rage //also added ring called Hadaras' Rage to have the advantage on STR ability checks & saving throws and resistance to piercing, bludgeoning, slashsing on character sheet from Rage.
Movement: 15ft forward (20ft from slaad) attack and then 45ft back (65ft from slaad)
Haste Action: Ranged attack with battleaxe To-Hit: 13+10+1d4 = 23+1d4 = hit Damage: 3+11 = 14 slashing 1 lightning //slaad has resistance so gets reduced to 0
Thanks for the answers. (And I'll probably swap between some conditionals and pauses then once getting to the nitty-gritty.)
Side note, for some reason I didn't think to check if the Slaad has blindsight before and after a double-checked remembered it does. So the Hidden Step won't be useful for what I initially thought. But perhaps in the next fight. (I still like the Firbolg choice and maybe there'll be a use I find here.)
Chose ASI feat: Fighting Initiate, Dueling (want to have that consistent +2 to wear things down quicker while having a shield to reduce incoming damage)
Ioun Stone of Strength: 3,000 Brass Horn of Valhalla: 8,400 //a barbarian summoning warriors from Valhalla just feels so right Cloak of Protection: 3,500 Potion of Speed: 400 Potion of Heroism: 180 subtotal: 15,480
Clothes Traveler's: 2gp Javelin x6: 3gp //just in case I end needing the range Potion of Greater Healingx2: 300 Portion of Superior Healing: 450 Potion of Flying: 500 subtotal: 1,255
subtotals combined: 38,755
40,000 - 38,755 = 1,245
As Roger falls to the Slaad a familial tie reverberates and finds an echo in Hadaras Gathakanathi, a Firbolg barbarian and uncle of the harengon. He takes up the quest to avenge his fallen nephew and makes his journey. After travelling through the firey wasteland he feels he has neared the place of battle. He drinks a Potion of Heroism and readies his axe. He also uses his Firbolg magic to cast Disguise Self to look like an unarmed gnome*. Upon seeing the Slaad he casts Thaumaturgy to issue a challenge to the fiend. "Let's dance, foul fiend!"
*Firbolg magic allows looking up to 3ft shorter, not 1ft as normal. Going for that 7-8ft firbolg to 4ft gnome.
Spoiler (click to hide) Initiative: 3+3 = 6 Starting Distance (so I remember): 60ft
The Gray Slaad replies telepathically, "How about a fire dance?" and casts fireball
fireball, make a dexterity save DC 14 to take half of 20
Hadaras deftly avoids the brunt of the fireball.
DEX save: max(10,15) + 4 + 1d4 = 19 + 1d4 >= 14 //advantage from Danger Sense for an effect that's visible Half damage (10) from fireball, temp HP from Potion of Heroism used
Coming from the flames he advances and retorts, "Those were some nice pyrotechnics. Let's see if we can get some music for this dance." He pulls out a horn and blows a call through it, causing spirits from Valhalla to appear.
Movement: Move 30 feet towards Slaad Action: blow Brass Horn of Valhalla Summons: (1+2+3) + 3 = 9 berserkers.
"Surround the Slaad, hold him down, and let him taste your axes!" he suggests to the warriors before heading 5ft back, readying for the next turn. (Want to be out of range of the Fear spell. Plan is to charge in next round or, if the Slaad decides to fly, take the potion of speed and use the haste action to take a potion of flying and chase after the Slaad to bring him back down to the ground.)
The gray slaad casts fear forcing all nine of the berserkers to make a Wisdom Save DC 14 or drop their weapons and run away form the slaad until they can't see him. Hadaras might be outside of the range of fear if he is 35 feet away.
Question (probably should've asked this sooner), how will the berserkers be handled? Should I roll initiative for each of them or keep them on Hadaras' turn? And do they get actions on the first turn they're summoned? (In which case, if they take initiative on the same turn as Hadaras, would've had a bit of a swarm from some of them being able to reach the slaad and do some first-turn-summoned attacks.)
For a bunch of Wisdom Saves (took me a few times to figure out how to open the whole 9; and please take a double-check because I'm not 100% I'm reading some of the die-rolls correct as I was looking at the straight-up die results and while I'm pretty sure I got them right, possible I missed something) Fails: 7, 11, 3, 4, 10 Successes: 20, 15, 19, 16
still todo: Hadaras' and Berserkers' actions
I think the players should roll for their summons but I'm happy to roll for them if you like.
There are two ways to handle summoned creatures initiatives. PHB has you roll, which penalizes higher than summoner's initiatives. Tasha's has your summoned go directly after your initiative. I'm inclined to stick with the PHB and have you roll initiative, and then wait until next turn if you roll high. If you roll between Hadaras and the Slaad, then we can retcon and go back and have you roll all your berserker attacks (with advantage) against the slaad, before fear was cast.
Alrighty. Rolling the 1 initiative for the berserkers.
After the berserkers make their attacks, Hadaras drinks the potion of speed, enters into a rage (infusing his battleaxe with additional lightning damage and a 20/60 range), and moves 15ft forward to make ranged attack with the battleaxe before retreating 45ft
Action: Drink Potion of Speed
Bonus Action: Enter Rage! //note: added a duplicate +3 battleaxe to include the +2 rage //also added ring called Hadaras' Rage to have the advantage on STR ability checks & saving throws and resistance to piercing, bludgeoning, slashsing on character sheet from Rage.
Movement: 15ft forward (20ft from slaad) attack and then 45ft back (65ft from slaad)
Haste Action: Ranged attack with battleaxe To-Hit: 13+10+1d4 = 23+1d4 = hit Damage: 3+11 = 14 slashing 1 lightning //slaad has resistance so gets reduced to 0
Rage: 1/10 Haste: 1/10
The gray slaad takes 4, 6, 5, 14 damage, and regenerates 10 (108/127), targeting Reckless 1 with a
Dexterity Save: 28 (
16,20 + 4 + 4), halved to 36 lightning damageConcentration Check (DC 18): 29 (19 + 3 + 5 + 2)
Atherna's Turn:
Action: Potion of Healing (Supreme): 47 (27 + 20) points of healing
Haste Action: Attack (Rapier): 19 (
3,7 + 10 + 2) to hit, 13 (6 + 7) piercing damage and 1 radiant damageOwl's Turn:
Same as always. From here on out, assume that the owl is just moving behind the enemy and using the Help action to grant advantage on the next strike against it.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
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After taking 14 damage, the [monster]behir[monster] (20/168) attempts to refresh the lightning breath on a 5-6, 5
If refreshed, Lightning Breath, Dexterity Save DC 16 or take half of 96
If no refresh, then multiattack, Bite, Attack: 25 Damage: 25, Constrict, Attack: 25 Damage: 21 bludgeoning, plus 16 slashing, grappled DC 16 to escape.
Dexterity Save: 10 (
4,4 + 4 + 2), 76 lightning damageReaction: Absorb elements, halved to 38 lightning damage
Concentration Check (DC 19): 15 (6 + 3 + 5 + 1), spirit shroud lost
Haste Action: Attack (Rapier): 19 (
1,8 + 10 + 1) to hit, 9 (2 + 7) piercing damageAction: Sleep (3rd level): 43 hp of sleepiness
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
@Quar1on, congratulations on defeating the behir.
Amazing that lightning breath recharged so many times. Also, the last one was 10 points above average. Brutal.
Got most of the build in mind. Thinking I'll go with
Race: Firbolg (MotM) I'm looking at the Hidden Step trait and thinking that could be a useful way to use Reckless Attack and then go invisible as a way to negate the Slaad getting advantage after using the Reckless Attack. (At least the first 3 times.) Plus it just feels right for a giant-kin to go down the Path of the Giant.
Class: Path of the Giant Barbarian (as mentioned)
Background: Giant Foundling; looking at gaining the Strike of the Giant (Hill Giant) for the additional 1d6 and chance of making the Slaad go prone
Level 4 ASI/Feat: still thinking there; not sure what I want to pick yet. Currently thinkig of thing like Shield Master if I want to use a shield and get more attempt to make the Slaad prone. Other ideas being Savage Attacker or Fighting Initiate.
Equipment: Still figuring that out too.
Couple Questions
1. The Strike of the Giants feat's description says "You have absorbed primeval magic that gives you an echo of the might of giants." as part of its text. Just want to have pre-fight clarification on if the Slaad would get advantage on the saving throw against going prone. (Since it's upon the hit with a melee weapon, I'm not 100% sure.)
2. The Elemental Cleaver feature of the Path of the Giant mentions that a weapon gains the thrown property with range 20/60 in addition to returning to the hand after a hit/miss. I'm assuming that would not affect the 30/120 of a javelin. (I'm considering if it might be advantageous to try kiting the slaad somewhat and being able to throw multiple attacks at the slaad without having to worry about item interactions to grab each javelin.) But I just want to double-check.
3. This is more procedural than mechanical, but with things like the Hill Strike and shove attacks requiring a contested roll from the slaad to avoid a prone condition, how would you like that to be organized in the posts? Would you prefer for turns to be broken into multiple posts or for a single post with if/else clauses?
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Fascinating questions,
1. You may be right, for most of the options, they do seem to be magical effects.
2. I guess it has two different ranges, along with melee range as well.
3. What ever seems fair and easier. As long as you roll your dice and I roll the monster's. What I like to do is to give two different outcomes based on a sucess roll or a failure roll but then stop at that level. It wouldn't make a lot of sense to predict results past one fork.
Thanks for the answers. (And I'll probably swap between some conditionals and pauses then once getting to the nitty-gritty.)
Side note, for some reason I didn't think to check if the Slaad has blindsight before and after a double-checked remembered it does. So the Hidden Step won't be useful for what I initially thought. But perhaps in the next fight. (I still like the Firbolg choice and maybe there'll be a use I find here.)
Chose ASI feat: Fighting Initiate, Dueling (want to have that consistent +2 to wear things down quicker while having a shield to reduce incoming damage)
Lv 6 budget: 40,000gp
Equipment
Battleaxe: 10gp
+3 status: 16,000
subtotal: 16,010
Shield: 10gp
+2 status: 6,000gp
subtotal: 6,010
Ioun Stone of Strength: 3,000
Brass Horn of Valhalla: 8,400 //a barbarian summoning warriors from Valhalla just feels so right
Cloak of Protection: 3,500
Potion of Speed: 400
Potion of Heroism: 180
subtotal: 15,480
Clothes Traveler's: 2gp
Javelin x6: 3gp //just in case I end needing the range
Potion of Greater Healingx2: 300
Portion of Superior Healing: 450
Potion of Flying: 500
subtotal: 1,255
subtotals combined: 38,755
40,000 - 38,755 = 1,245
As Roger falls to the Slaad a familial tie reverberates and finds an echo in Hadaras Gathakanathi, a Firbolg barbarian and uncle of the harengon. He takes up the quest to avenge his fallen nephew and makes his journey. After travelling through the firey wasteland he feels he has neared the place of battle. He drinks a Potion of Heroism and readies his axe. He also uses his Firbolg magic to cast Disguise Self to look like an unarmed gnome*. Upon seeing the Slaad he casts Thaumaturgy to issue a challenge to the fiend. "Let's dance, foul fiend!"
*Firbolg magic allows looking up to 3ft shorter, not 1ft as normal. Going for that 7-8ft firbolg to 4ft gnome.
Initiative: 3+3 = 6
Starting Distance (so I remember): 60ft
This is a signature. It was a simple signature. But it has been upgraded.
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We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
Gray Slaad perception 26
Gray Slaad arcana 9
Gray Slaad insight 3
Gray Slaad initiative 21
The Gray Slaad replies telepathically, "How about a fire dance?" and casts fireball
fireball, make a dexterity save DC 14 to take half of 25
I've got a fun idea on how to fight the next tier...
As I get that sorted out, though, I'd like to ask a question. Would Oil of Sharpness stack with items that already have magical bonuses, or would it override them and just set those magical bonuses to +3?
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Hadaras deftly avoids the brunt of the fireball.
DEX save: max(10,15) + 4 + 1d4 = 19 + 1d4 >= 14
//advantage from Danger Sense for an effect that's visible
Half damage (10) from fireball, temp HP from Potion of Heroism used
Coming from the flames he advances and retorts, "Those were some nice pyrotechnics. Let's see if we can get some music for this dance." He pulls out a horn and blows a call through it, causing spirits from Valhalla to appear.
Movement: Move 30 feet towards Slaad
Action: blow Brass Horn of Valhalla
Summons: (1+2+3) + 3 = 9 berserkers.
"Surround the Slaad, hold him down, and let him taste your axes!" he suggests to the warriors before heading 5ft back, readying for the next turn. (Want to be out of range of the Fear spell. Plan is to charge in next round or, if the Slaad decides to fly, take the potion of speed and use the haste action to take a potion of flying and chase after the Slaad to bring him back down to the ground.)
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Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
Unfortunately, I think both bonuses are the same, so they wouldn't stack.
The gray slaad casts fear forcing all nine of the berserkers to make a Wisdom Save DC 14 or drop their weapons and run away form the slaad until they can't see him. Hadaras might be outside of the range of fear if he is 35 feet away.
Question (probably should've asked this sooner), how will the berserkers be handled? Should I roll initiative for each of them or keep them on Hadaras' turn? And do they get actions on the first turn they're summoned? (In which case, if they take initiative on the same turn as Hadaras, would've had a bit of a swarm from some of them being able to reach the slaad and do some first-turn-summoned attacks.)
For a bunch of Wisdom Saves (took me a few times to figure out how to open the whole 9; and please take a double-check because I'm not 100% I'm reading some of the die-rolls correct as I was looking at the straight-up die results and while I'm pretty sure I got them right, possible I missed something)
Fails: 7, 11, 3, 4, 10
Successes: 20, 15, 19, 16
still todo: Hadaras' and Berserkers' actions
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
Atherna does all of the things that she usually does when she prepares for a battle. Drinking the usual potions, casting the usual spells, applying the usual oil. Except this time, she adds something new to the routine. This time, she gets into a giant metal crab, before marching it off, hatch-open, to fight the erinyes (encounter 1N) ahead of her, with an initiative of 21 (
13,17 + 4) and a Stealth of giant metal crab. Oh, and her owl sits atop the lobster with an initiative of 6 (5 + 1)Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
This Stealth roll has me dying. XD
I am really looking forward to see how this works.
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
I think the players should roll for their summons but I'm happy to roll for them if you like.
There are two ways to handle summoned creatures initiatives. PHB has you roll, which penalizes higher than summoner's initiatives. Tasha's has your summoned go directly after your initiative. I'm inclined to stick with the PHB and have you roll initiative, and then wait until next turn if you roll high. If you roll between Hadaras and the Slaad, then we can retcon and go back and have you roll all your berserker attacks (with advantage) against the slaad, before fear was cast.
summon beast from TCoE
the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
conjure animals
Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
Erinyes perception 16
Erinyes arcana 13
Erinyes insight 6
Erinyes initiative 22
Alrighty. Rolling the 1 initiative for the berserkers.
Berserker initiative: 13+1 = 14
Slaad Initiative: 15
Berserkers Initiative: 14
Hadars Initiative: 6
So from that then the fear gets cast prior to their initiative and leaves just 4 remaining. Right?
The four remaining Berserkers face their fears and head towards the slaad to face it on its front, each making reckless attacks.
[[Adding a greataxe to Hadaras' character sheet with the berserker modifiers for each of rolling.]]
Reckless 1
To-Hit: max(9,18) + 5 = 23
Damage: 1+3 = 4
Reckless 2
To-Hit: max(4,12) + 5 = 17 //miss
Reckless 3
To-Hit: max(1,19) + 5 = 24
Damage: 3+3 = 6
Reckless 4
To-Hit: max(8,18) + 5 = 23
Damage: 2+3 = 5
//was initially thinking they might be able to do some grapple/shove, however with the lower number, going for the damage
After the berserkers make their attacks, Hadaras drinks the potion of speed, enters into a rage (infusing his battleaxe with additional lightning damage and a 20/60 range), and moves 15ft forward to make ranged attack with the battleaxe before retreating 45ft
Action: Drink Potion of Speed
Bonus Action: Enter Rage!
//note: added a duplicate +3 battleaxe to include the +2 rage
//also added ring called Hadaras' Rage to have the advantage on STR ability checks & saving throws and resistance to piercing, bludgeoning, slashsing on character sheet from Rage.
Movement: 15ft forward (20ft from slaad) attack and then 45ft back (65ft from slaad)
Haste Action: Ranged attack with battleaxe
To-Hit: 13+10+1d4 = 23+1d4 = hit
Damage:
3+11 = 14 slashing
1 lightning //slaad has resistance so gets reduced to 0
Rage: 1/10
Haste: 1/10
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
The gray slaad takes 4, 6, 5, 14 damage, and regenerates 10 (108/127), targeting Reckless 1 with a
gray slaad, against Reckless 1, Bite Attack: 19 Damage: 5
gray slaad, against Reckless 1, Greatsword 1 Attack: 13 Damage: 9
gray slaad, against Reckless 1, Greatsword 2 Attack: 15 Damage: 14