That's a lot of adventuring and RP, condensed into two posts. What I'd like to do is "hand wave" meaning "gloss over" the blue encounters and then combine all of the Orange Encounters into one big Mega Encounter in the Reliquary, with group initiative, the players will go first!
What I'd like to do is "hand wave" meaning "gloss over" the blue encounters and then combine all of the Orange Encounters into one big Mega Encounter in the Reliquary, with group initiative, the players will go first!
D:
[[ How grouped together are,the enemies? Looking doing fireball or synaptic static, so wondering how many / which ones could be caught in the AoE. ]]
What I'd like to do is "hand wave" meaning "gloss over" the blue encounters and then combine all of the Orange Encounters into one big Mega Encounter in the Reliquary, with group initiative, the players will go first!
D:
[[ How grouped together are,the enemies? Looking doing fireball or synaptic static, so wondering how many / which ones could be caught in the AoE. ]]
It's already a large room but because this is a Mega Encounter, I've made the room twice as large.
There are only two invisible stalkers, so the top most one can be removed, since I accidently added a third.
Talorin's eyes open wide at the sheer volume of enemies. Drawing from the light within he unleashes a blast of psychic energy and then radiant light upon the vampires.
Bonus Action:Synaptic Static //2 metamagic for quickened spell Point of Origin: The central point between the two shambling mounds. I believe that'll reach everything except the invisible stalkers. Chandelier is immune to psychic damage but I think it might still be affected by the secondary effects of the spell. (Not sure though. Your call.) Damage: 5+4+1+6+5+6+2+4 = 33 psychic Save DC: INT 20 (half damage on save) Helmed Horrors have advantage Secondary Effects: -1d6 to attack rolls, ability checks, and concentration saving throws
Action: Sacred Flame //1 metamagic to twin Wil target 2 vampire spawn. Preferably ones that failed the save against synaptic static. Flame 1 Damage: 8+3+5 = 16 radiant Flame 2 Damage: 5+2+6 = 13 radiant DEX Save DC 20 Also stops their regeneration due to taking radiant damage
Necyra's eyes widened as she took in the chaotic scene before her. The room was filled with monstrous creatures, their dark forms moving with eerie grace. She knew that this would be a difficult battle, but she was ready to face the challenge. With a swift gesture and a voice filled with authority, she commanded her four Quicklings: "Attack!". The creatures, eager to engage in combat, darted towards the furthest enemies (the four Vampire Spawn), their weapons gleaming in the dim light.
Quickling #1 Attack #1 on Vampire Spawn (VS4): 17 Damage: Unable to parse dice roll.
Necyra, her eyes fixed on the Whirling Chandelier (WS1), channeled her divine energy. A chilling aura emanated from her, a spectral presence that reached out towards the creature. The Toll the Dead spell took effect, a single, dolorous chime echoing through the chamber. The whirling chandelier, its movements slowed by the debilitating spell, was an easy target for her attack.
Trystane darted into the chaos, his transformed half-troll form a blur of predatory motion. His glowing amber eyes locked onto the whirling chandelier, spinning ominously above the battlefield. With a feral snarl, he launched himself behind the chandelier, his claws sparking with lightning as he landed with a thud. "Over here, you clanking heaps and crawling masses!" he bellowed, his voice echoing through the vast chamber. His intention was clear: draw the attention of the helmed horrors and shambling mounds away from his allies. His hulking figure and crackling energy made for an irresistible target, his claws scraping across the stone floor in challenge.
With a roar, Trystane lashed out at the chandelier, and two horrors. His claws struck true, tearing into their enchanted forms, arcs of lightning dancing with each strike as the magic coursed through his body enhanced his ferocity. Sparks and shards flew as his claws found purchase, each blow infused with the electrified might of his cursed blood. "Let’s see if you’re as tough as you look," he growled through gritted teeth, his gaze flicking between the advancing enemies and the chandelier’s groaning structure. Ready to hold his ground, Trystane prepared for the retaliation, his monstrous form a shield for his companions.
Action: two unarmed strikes Bonus: one unarmed strike @WS1, hit 34 for 15 magical slashing and 4 lightning damage @HH9, hit 21 for 14 magical slashing and 5 lightning damage @HH10, hit 22 for 12 magical slashing and 4 lightning damage
Rollback Post to RevisionRollBack
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
Bonus Action:Synaptic Static //2 metamagic for quickened spell Point of Origin: The central point between the two shambling mounds. I believe that'll reach everything except the invisible stalkers. Damage: 5+4+1+6+5+6+2+4 = 33 psychic Save DC: INT 20 (half damage on save) Helmed Horrors have advantage Secondary Effects: -1d6 to attack rolls, ability checks, and concentration saving throws Action: Sacred Flame //1 metamagic to twin Wil target 2 vampire spawn. Preferably ones that failed the save against synaptic static. (TBD)
WC1 Intelligence Save DC 20 vs 15 VS4 Intelligence Save DC 20 vs 7 VS5 Intelligence Save DC 20 vs 18 VS6 Intelligence Save DC 20 vs 10 VS7 Intelligence Save DC 20 vs 14 HH8 Advantage Intelligence Save DC 20 vs 18 HH9 Advantage Intelligence Save DC 20 vs 19 HH-10 Advantage Intelligence Save DC 20 vs 20 HH-11 Advantage Intelligence Save DC 20 vs 18 SM-12 Intelligence Save DC 20 vs -1 SM-13 Intelligence Save DC 20 vs -2
Chandelier is immune to psychic damage but I think it might still be affected by the secondary effects of the spell. (Not sure though. Your call.)
Muddled isn't charm but it's also not a core condition. I'll have to do some research outside of this game but for this combat I'll allow the constructs with immunity to psychic and charmed to be muddled.
HH8 Advantage Intelligence Save DC 20 vs 15 HH9 Advantage Intelligence Save DC 20 vs 18 HH-10 Advantage Intelligence Save DC 20 vs 8 HH-11 Advantage Intelligence Save DC 20 vs 15
@WS1, hit 34 for 15 magical slashing and 4 lightning damage @HH9, hit 21 for 14 magical slashing and 5 lightning damage @HH10, hit 22 for 12 magical slashing and 4 lightning damage
Action: Sacred Flame //1 metamagic to twin Wil target 2 vampire spawn. Preferably ones that failed the save against synaptic static. Flame 1 Damage: 8+3+5 = 16 radiant Flame 2 Damage: 5+2+6 = 13 radiant DEX Save DC 20 Also stops their regeneration due to taking radiant damage
VS4 muddled Dexterity Save DC 20 vs 23 VS5 muddled Dexterity Save DC 20 vs 18
Action: Sacred Flame //1 metamagic to twin Wil target 2 vampire spawn. Preferably ones that failed the save against synaptic static. Flame 1 Damage: 8+3+5 = 16 radiant Flame 2 Damage: 5+2+6 = 13 radiant DEX Save DC 20 Also stops their regeneration due to taking radiant damage
VS4 muddled Dexterity Save DC 20 vs 18 VS5 muddled Dexterity Save DC 20 vs 23
VS4 takes 16 radiant damage and cannot regenerate this round. VS4 (30/82, muddled eots, no regen)
Attack 1 on HH8: 20 to hit, 12 piercing plus 2 fire and 26 sneak Attack 2 on HH9: 17 to hit Attack 3 on HH9: 22 to hit, 10 piercing plus 4 fire Attack 4 on HH10: 17 to hit
HH8 takes 12, 2, 26, total 40 damage and dies. HH8 (-13/82) HH9 takes 22, 10, 4, total 36 damage and dies. HH9 (-28/82)
OOC: Welcome back everyone. I had such a tumultuous couple of weeks between work and Thanksgiving and spending time with the in-laws. Preparing posts for this chapter, specifically, was kicking my ass, because it's such a large dungeon and has so many encounters, and a random encounter table. Also, what did you think of the unique monster, Priest of Osybus, who turn into undead after dying, that was a challenge to run and didn't seem like much of a challenge to fight. So what I decided to do was to take all of the monsters from the random table and instead of having eight different encounters, sampling these monsters into a mega encounter. The only monster not on the random table are the shambling mounds which are the guards stationed here in the reliquary room. The three encounters that we skipped are just more of the same monsters from the random table, so at least you get to fight each monster from the random table once. Since there are some more encounters after this one, I thought that this would both paint a picture of the different monster inhabitants in the house but also abbreviate all the doors and traps and "investigation" that occurs in over 30+ different rooms with at least three secret doors that make the house a maze dungeon. I hope you are all doing well and are getting excited about finishing this chapter and moving onto the next.
This post has potentially manipulated dice roll results.
IS 1 is going to take 25 cold damage for each of its attacks (both of them hit... but Bridgette had Armor of Agathys up).
The half-orc Warlock uses her bonus action to activate Form of Dread, gaining 21 temporary hit points (2024 AoA now says the spell ends early if you have no temp HP... Bridgette just refreshed herself back up to 21 temp HP and preserved AoA a bit longer...)
With her action, she attempt to hit the invisible enemy with true strike (using her +2 quarterstaff), dealing Radiant damage.
Attack: 26 Damage: Unable to parse dice roll. + Unable to parse dice roll. = Unable to parse dice roll.
If the attack hits, the Invisible Stalker needs to make a DC 18 Wis save or be frightened of Bridgette until the end of her next turn.
Rollback Post to RevisionRollBack
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
IS 1 is going to take 25 cold damage for each of its attacks (both of them hit... but Bridgette had Armor of Agathys up).
The half-orc Warlock uses her bonus action to activate Form of Dread, gaining 21 temporary hit points (2024 AoA now says the spell ends early if you have no temp HP... Bridgette just refreshed herself back up to 21 temp HP and preserved AoA a bit longer...)
With her action, she attempt to hit the invisible enemy with true strike (using her +2 quarterstaff), dealing Radiant damage.
Attack: 26 Damage: 8 + 6 = 14
If the attack hits, the Invisible Stalker needs to make a DC 18 Wis save or be frightened of Bridgette until the end of her next turn.
IS 2, sorry. Anyway, the bad guy took 50 cold damage from hitting Bridgette.
Rollback Post to RevisionRollBack
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
This post has potentially manipulated dice roll results.
The invisible stalker, a shadowy figure lurking in the darkness, lunged at Necyra, its claws aimed at her vital points. The first blow connected, a searing pain shooting through her body. Before she could recover, the stalker struck again, its claws tearing into her flesh. Necyra gritted her teeth, her determination unwavering. She would not be defeated.
Concentration CON ST vs. DC10 @ advantage due to War Caster feat: 30
Rollback Post to RevisionRollBack
Last to know and first to be blamed...
As a free action, can I regret my life choices?
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That's a lot of adventuring and RP, condensed into two posts. What I'd like to do is "hand wave" meaning "gloss over" the blue encounters and then combine all of the Orange Encounters into one big Mega Encounter in the Reliquary, with group initiative, the players will go first!
Reliquary (Mega Encounter)
Loud chants issue from a hallway near the southwest corner. You discern many voices repeating, “She is slain, she is risen.”
Round 1
Bridgette, Necyra, Talorin, Trystane, Yurgojin << your turn
Encounter #2, whirling chandelier WC1, invisible stalker IS2, invisible stalker IS3
Encounter #3, vampire spawn VS4, vampire spawn VS5, vampire spawn VS6, vampire spawn VS7
Encounter #4, helmed horror HH8, helmed horror HH9, helmed horror HH-10, helmed horror HH-11
(Encounter #5, Hand Wave)
Encounter #8, shambling mound SM-12, shambling mound SM-13(Encounter #6, Hand Wave)
(Encounter #7, Hand Wave)
D:
[[ How grouped together are,the enemies? Looking doing fireball or synaptic static, so wondering how many / which ones could be caught in the AoE. ]]
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
It's already a large room but because this is a Mega Encounter, I've made the room twice as large.

There are only two invisible stalkers, so the top most one can be removed, since I accidently added a third.
Talorin's eyes open wide at the sheer volume of enemies. Drawing from the light within he unleashes a blast of psychic energy and then radiant light upon the vampires.
Bonus Action: Synaptic Static //2 metamagic for quickened spell
Point of Origin: The central point between the two shambling mounds. I believe that'll reach everything except the invisible stalkers.
Chandelier is immune to psychic damage but I think it might still be affected by the secondary effects of the spell. (Not sure though. Your call.)
Damage: 5+4+1+6+5+6+2+4 = 33 psychic
Save DC: INT 20 (half damage on save) Helmed Horrors have advantage
Secondary Effects: -1d6 to attack rolls, ability checks, and concentration saving throws
Action: Sacred Flame //1 metamagic to twin
Wil target 2 vampire spawn. Preferably ones that failed the save against synaptic static.
Flame 1 Damage: 8+3+5 = 16 radiant
Flame 2 Damage: 5+2+6 = 13 radiant
DEX Save DC 20
Also stops their regeneration due to taking radiant damage
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
Necyra's eyes widened as she took in the chaotic scene before her. The room was filled with monstrous creatures, their dark forms moving with eerie grace. She knew that this would be a difficult battle, but she was ready to face the challenge. With a swift gesture and a voice filled with authority, she commanded her four Quicklings: "Attack!". The creatures, eager to engage in combat, darted towards the furthest enemies (the four Vampire Spawn), their weapons gleaming in the dim light.
Necyra, her eyes fixed on the Whirling Chandelier (WS1), channeled her divine energy. A chilling aura emanated from her, a spectral presence that reached out towards the creature. The Toll the Dead spell took effect, a single, dolorous chime echoing through the chamber. The whirling chandelier, its movements slowed by the debilitating spell, was an easy target for her attack.
Whirling Chandelier (WS1) must pass a DC17 WIS saving throw or suffer from 7 necrotic damage.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Trystane darted into the chaos, his transformed half-troll form a blur of predatory motion. His glowing amber eyes locked onto the whirling chandelier, spinning ominously above the battlefield. With a feral snarl, he launched himself behind the chandelier, his claws sparking with lightning as he landed with a thud. "Over here, you clanking heaps and crawling masses!" he bellowed, his voice echoing through the vast chamber. His intention was clear: draw the attention of the helmed horrors and shambling mounds away from his allies. His hulking figure and crackling energy made for an irresistible target, his claws scraping across the stone floor in challenge.
With a roar, Trystane lashed out at the chandelier, and two horrors. His claws struck true, tearing into their enchanted forms, arcs of lightning dancing with each strike as the magic coursed through his body enhanced his ferocity. Sparks and shards flew as his claws found purchase, each blow infused with the electrified might of his cursed blood. "Let’s see if you’re as tough as you look," he growled through gritted teeth, his gaze flicking between the advancing enemies and the chandelier’s groaning structure. Ready to hold his ground, Trystane prepared for the retaliation, his monstrous form a shield for his companions.
Action: two unarmed strikes
Bonus: one unarmed strike
@WS1, hit 34 for 15 magical slashing and 4 lightning damage
@HH9, hit 21 for 14 magical slashing and 5 lightning damage
@HH10, hit 22 for 12 magical slashing and 4 lightning damage
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
WC1 Intelligence Save DC 20 vs 15
VS4 Intelligence Save DC 20 vs 7
VS5 Intelligence Save DC 20 vs 18
VS6 Intelligence Save DC 20 vs 10
VS7 Intelligence Save DC 20 vs 14
HH8 Advantage Intelligence Save DC 20 vs 18
HH9 Advantage Intelligence Save DC 20 vs 19
HH-10 Advantage Intelligence Save DC 20 vs 20
HH-11 Advantage Intelligence Save DC 20 vs 18
SM-12 Intelligence Save DC 20 vs -1
SM-13 Intelligence Save DC 20 vs -2
Muddled isn't charm but it's also not a core condition. I'll have to do some research outside of this game but for this combat I'll allow the constructs with immunity to psychic and charmed to be muddled.
WC1 is immune to psychic damage. WC1 becomes muddled, end of turn INT 20 save ends.
VS4 takes 33 psychic damage and becomes muddled eots. VS4 (49/82, muddled eots)
VS5 takes 33 psychic damage and becomes muddled eots. VS5 (49/82, muddled eots)
VS6 takes 33 psychic damage and becomes muddled eots. VS6 (49/82, muddled eots)
VS7 takes half of 33 (16) psychic damage. VS7 (66/82)
HH8 takes 33 psychic damage and becomes muddled eots. HH8 (27/82, muddled eots)
HH9 takes 33 psychic damage and becomes muddled eots. HH9 (27/82, muddled eots)
HH-10 takes 33 psychic damage and becomes muddled eots. HH-10 (27/82, muddled eots)
HH-11 takes 33 psychic damage and becomes muddled eots. HH-11 (27/82, muddled eots)
SM-12 takes 33 psychic damage and becomes muddled eots. SM-12 (103/136, muddled eots)
SM-13 takes 33 psychic damage and becomes muddled eots. SM-13 (103/136, muddled eots)
VS4 takes half of 7 (3) piercing damage. VS4 (46/82, muddled eots)
VS5 takes half of 12 (6), half of 10 (5), half of 8 (4), total 15, VS5 (34/82, muddled eots)
VS6 takes half of 14 (7), half of 8 (4), total 11, VS6 (38/82, muddled eots)
VS7 takes half of 8 (4), half of 10 (5), total 9, (57/82)
WS1 Wisdom Save DC 17 vs 4
WS1 takes 9 necrotic damage. WS1 (96/105)
WS1 takes 15, 4, total 19 damage. WS1 (77/105)
HH9 takes 14, 5, total 19 damage. HH9 (8/82, muddled eots)
HH-10 takes 12, 4, total 16 damage. HH-10 (11/82, muddled eots)
VS4 muddled Dexterity Save DC 20 vs 23
VS5 muddled Dexterity Save DC 20 vs 18
VS4 takes 16 radiant damage and cannot regenerate this round. VS4 (30/82, muddled eots, no regen)
Round 1
Necyra, Talorin, Trystane
Bridgette, Yurgojin << your turn
whirling chandelier WC1 (77/105)
invisible stalker IS2 (104/104)
IS3 (104/104)
vampire spawn VS4 (30/82, muddled eots, no regen)
VS5 (34/82, muddled eots)
VS6 (38/82, muddled eots)
VS7 (57/82)
helmed horror HH8 (27/82, muddled eots)
HH9 (8/82, muddled eots)
HH-10 (11/82, muddled eots)
HH-11 (27/82, muddled eots)
shambling mound SM-12 (103/136, muddled eots)
SM-13 (103/136, muddled eots)
Yurgojin activates the Flame Tongue sword and rushes in, going for the Helmed Horrors
Attack 1 on HH8: 20 to hit, 12 piercing plus 2 fire and 26 sneak
Attack 2 on HH9: 17 to hit
Action Surge
Attack 3 on HH9: 22 to hit, 10 piercing plus 4 fire
Attack 4 on HH10: 17 to hit
HH8 takes 12, 2, 26, total 40 damage and dies. HH8 (-13/82)
HH9 takes 22, 10, 4, total 36 damage and dies. HH9 (-28/82)
Round 1
Necyra, Talorin, Trystane, Yurgojin
Bridgette << your turn
whirling chandelier WC1 (77/105)
invisible stalker IS2 (104/104)
IS3 (104/104)
vampire spawn VS4 (30/82, muddled eots, no regen)
VS5 (34/82, muddled eots)
VS6 (38/82, muddled eots)
VS7 (57/82)
helmed horror HH-10 (11/82, muddled eots)
HH-11 (27/82, muddled eots)
HH8 (dead)
HH9 (dead)
shambling mound SM-12 (103/136, muddled eots)
SM-13 (103/136, muddled eots)
OOC: Welcome back everyone. I had such a tumultuous couple of weeks between work and Thanksgiving and spending time with the in-laws. Preparing posts for this chapter, specifically, was kicking my ass, because it's such a large dungeon and has so many encounters, and a random encounter table. Also, what did you think of the unique monster, Priest of Osybus, who turn into undead after dying, that was a challenge to run and didn't seem like much of a challenge to fight. So what I decided to do was to take all of the monsters from the random table and instead of having eight different encounters, sampling these monsters into a mega encounter. The only monster not on the random table are the shambling mounds which are the guards stationed here in the reliquary room. The three encounters that we skipped are just more of the same monsters from the random table, so at least you get to fight each monster from the random table once. Since there are some more encounters after this one, I thought that this would both paint a picture of the different monster inhabitants in the house but also abbreviate all the doors and traps and "investigation" that occurs in over 30+ different rooms with at least three secret doors that make the house a maze dungeon. I hope you are all doing well and are getting excited about finishing this chapter and moving onto the next.
Bridgette, realizing she has no effective AoE spells, sighs and does her best to improvise.
Bonus Action: Armor of Agathys with a pact slot (so 5th-level)
Action: Attack the nearest visible enemy with eldritch blast (guessing the chandelier)
Attack: 21 Damage: 12
Attack: 22 Damage: 13
Attack: 31 Damage: 14
Movement: Into the room, where she hopes she'll be a tempting melee target...
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
...Okay, let's try again. Stupid forum roller.
Attack: 24 Damage: 8
Attack: 15 Damage: 9
Attack: 21 Damage: 8
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WC1 takes 9, 15, 12, total 36 damage. WC1 (41/105)
WC1 targets Yurgojin, lamp1 Attack: 20 Damage: 27
WC1 targets Yurgojin, lamp2 Attack: 26 Damage: 24
WC1 targets Yurgojin, lamp3 Attack: 8 Damage: 22
IS2 targets Bridgette, Slam1 Attack: 26 Damage: 17
IS2 targets Bridgette, Slam2 Attack: 23 Damage: 7
IS3 targets Necyra, Slam1 Attack: 22 Damage: 7
IS3 targets Necyra, Slam2 Attack: 21 Damage: 10
VS4 targets Trystane, Claw1 Attack: 23 Damage: 10
VS4 targets Trystane, Claw2 Attack: 26 Damage: 14
VS5 targets Trystane, Claw1 Attack: 7 Damage: 5
VS5 targets Trystane, Claw2 Attack: 24 Damage: 8
VS6 targets Trystane, Claw1 Attack: 11 Damage: 10
VS6 targets Trystane, Claw2 Attack: 13 Damage: 7
VS7 targets Trystane, Claw1 Attack: 26 Damage: 13
VS7 targets Trystane, Claw2 Attack: 13 Damage: 7
HH-10 targets Yurgojin, longsword1 Attack: 20 Damage: 11
HH-10 targets Yurgojin, longsword2 Attack: 14 Damage: 5
HH-11 targets Yurgojin, longsword1 Attack: 18 Damage: 5
HH-11 targets Yurgojin, longsword2 Attack: 12 Damage: 7
SM-12 targets Trystane, slam1 Attack: 13 Damage: 11
SM-12 targets Trystane, slam2 Attack: 13 Damage: 13, if both attacks hit then engulf
SM-13 targets Yurgojin, slam1 Attack: 27 Damage: 32
SM-13 targets Yurgojin, slam2 Attack: 23 Damage: 10, if both attacks hit then engulf
Round 2
Bridgette, Necyra, Talorin, Trystane, Yurgojin << your turn
whirling chandelier WC1 (41/105)
invisible stalker IS2 (104/104)
IS3 (104/104)
vampire spawn VS4 (30/82, muddled eots, no regen)
VS5 (34/82, muddled eots)
VS6 (38/82, muddled eots)
VS7 (57/82)
helmed horror HH-10 (11/82, muddled eots)
HH-11 (27/82, muddled eots)
shambling mound SM-12 (103/136, muddled eots)
SM-13 (103/136, muddled eots)
IS 1 is going to take 25 cold damage for each of its attacks (both of them hit... but Bridgette had Armor of Agathys up).
The half-orc Warlock uses her bonus action to activate Form of Dread, gaining 21 temporary hit points (2024 AoA now says the spell ends early if you have no temp HP... Bridgette just refreshed herself back up to 21 temp HP and preserved AoA a bit longer...)
With her action, she attempt to hit the invisible enemy with true strike (using her +2 quarterstaff), dealing Radiant damage.
Attack: 26 Damage: Unable to parse dice roll. + Unable to parse dice roll. = Unable to parse dice roll.
If the attack hits, the Invisible Stalker needs to make a DC 18 Wis save or be frightened of Bridgette until the end of her next turn.
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
IS 2, sorry. Anyway, the bad guy took 50 cold damage from hitting Bridgette.
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
The invisible stalker, a shadowy figure lurking in the darkness, lunged at Necyra, its claws aimed at her vital points. The first blow connected, a searing pain shooting through her body. Before she could recover, the stalker struck again, its claws tearing into her flesh. Necyra gritted her teeth, her determination unwavering. She would not be defeated.
Concentration CON ST vs. DC10 @ advantage due to War Caster feat: 30
Last to know and first to be blamed...
As a free action, can I regret my life choices?