This post has potentially manipulated dice roll results.
(@Elite: No, I just took out the 28 damage from the bite you decided not to use Luck on (this post). The 13 damage doesn't actually hit you since you rolled high on the Mirror Image die).
Nox gives himself a mental pep talk and prepares to light the way. He's right up to the door but has not opened it yet.
LEGENDARY ACTION (end of Nox's turn).
The Balhannoth is getting frustrated at not tasting blood.
-> Bite Attack (melee weapon attack with advantage (Lot is restrained)): Attack: 22 Damage: 28 piercing.
-> Mirror Image die: 10. It looks like it will continue to be frustrated. The last fake image is gone.
This post has potentially manipulated dice roll results.
LAIR ACTION
Concerned about the largest of his current opponents, the Balhannoth will target the snake.
-> WIS saving throw {DC 16}: 13. With or without light, the Balhannoth is now invisible in the Giant Snake's eyes.
Unaware that its target has teleported, the Giant Snake will follow its master's last order and follow Dredge to the northwest corner of the chamber. Still unable to find the Balhannoth, it will attempt searching again.
-> Perception check: 10. And here's another roll because of disadvantage (searching in the dark): 13. The snake looks toward the southeast corner, as if it had picked up a scent.
(@Hydra: You need a minimum of 40 feet of movement to reach the Balhannoth, so yes, you could then attack in Rhino-form, at disadvantage because of the dark).
This post has potentially manipulated dice roll results.
Dredge, satisfied that he finally caught up to his prey, attacks recklessly, casting off the disadvantage of the dark.
To Hit: 23
Damage: 17 Magical Bludgeoning
If the attack hits, then the balhannoth needs to make a DC 15 strength saving throw or be knocked prone.
OOC: That was decidedly underwhelming. Carry on
For Future Round:
If a grapple (tentacle attack) gets made against me, I purposefully let it hit me, just so that I can stay with the stupid thing now that I caught up to it
Making good use of her Goggles of Night and the Giant Snake's hint, Karwin looks southeast and sees the Balhannoth still grasping Lot. The creature hasn't become hidden just yet. The samurai rushes toward the opponent, commanding her floating sword to follow behind. As Karwin approaches, she can see a slender, elvish figure standing on the shallow of the creek. The figure seems to just have finished touching the Balhannoth, as if casting a spell on it.
(OOC: For information, this is the same slender figure Nox spotted even before the fight started. Also, I moved Karwin to AJ33 instead to accommodate for the approaching Rhino).
As Karwin reaches the Balhannoth, her Spirit Guardians attack the creature (WIS saving throw {DC 16}: 15; damage equals half of 11 radiant. (Balhannoth - CMD: 84)).
LEGENDARY ACTION (end of Karwin's turn).
Unhappy about the attack from the approaching foe, the Balhannoth will Vanish, becoming invisible to all (as opposed to just the Giant Snake).
Also noticing the Giant Snake's hint and following Karwin's lead, Dredge charges somewhat blindly. As he approaches, Dredge sees the faint silhouette of the Balhannoth forming within the darkness. He prepares to swing his horn, but the creature vanishes at that very same instant, causing the druid to thrust his neck a bit too early while trying to catch its foe before it is completely invisible. The rhino finds no purchase.
LEGENDARY ACTION (end of Dredge's turn)
Wanting to be left alone with its meal, the Balhannoth will teleport again. Dredge and Karwin realize the creature has fled again as Lot is suddenly no longer next to them (Note that it is teleporting after turning invisible, so you guys don't really know where it is landing). Karwin can now fully see the elven figure that was partially hidden behind the Balhannoth's mass up until a moment ago, albeit in a grey-scale.
Sensing where his animated books are in relation to his new position, Lot makes them move toward himself. Hoping they will be as useful as they were the first time around, Lot makes his Mirror Images appear around him once more. The restrained sorcerer then yells out for help. Everyone except Nox can hear the yelp coming from the southwest corner of the room, over at the sandy portion.
22. Elven Figure 21. Nox - concentrating on Faerie Fire, but no creature is affected by it; has Hexblade Cursed the Balhannoth (counter: 8) 20. Lair 15. Giant Constrictor Snake 09. Karwin - concentrating on Spirit Guardians (counter 98). 06. Dredge - concentration on Conjure Animals (counter: 597), in the shape of a Rhinoceros; 04. Lot - both grappled and restrained, concentrating on Animate Objects (counter: 7); 01. Balhannoth
This post has potentially manipulated dice roll results.
Now that the Elven Figure has fully joined the fray, it will try to end it. With a beautiful smile, she blows a kiss at Karwin's direction and cast Calm Emotions, also affecting Rhino-Dredge.
CHA saving throws {DC 16}:
Karwin: 25; Dredge: 20; -> Dredge is now completely calmed, losing his will to fight, and is indifferent towards both the Elf and the Balhannoth.
The Elven lady then teleports away, as the Balhannoth is wont to do. Even with her Goggles of Night, Karwin cannot see where the Elf went.
Nox barges into the room and continues running using the faint glow of Karwin Spiritual Weapon and his own Faerie Fired objects as guidance, as well as his Hunter's Mark. As soon as he picks the silhouette of the Balhannoth finishing its attack on Lot, the warlock casts Hex on the creature letting the faerie glow from his earlier spell disappear.
(OOC: You used your bonus action this turn to cast Hex, so you can't use Bardic Inspiration this turn. Also, the description for this feature specifically says you can't inspire yourself. I missed that too in an earlier post, but we should keep it to its description from now on. No worries, though, both attacks hit anyway).
Two Eldritch Blasts fly toward the aberration sizzling on impact. The blasts go through the elusive monster, cracking the wall on the other side (Balhannoth - CMD: 124->DEFEATED). The creature's tentacles fall limp to the ground, releasing Lot.
This post has potentially manipulated dice roll results.
LAIR ACTION
The Giant Snake will move towards its master, and then search for a hostile foe (perception: 17, at disadvantage: 10). The beast awaits new orders from its master.
(@Elite: No, I just took out the 28 damage from the bite you decided not to use Luck on (this post). The 13 damage doesn't actually hit you since you rolled high on the Mirror Image die).
Nox gives himself a mental pep talk and prepares to light the way. He's right up to the door but has not opened it yet.
LEGENDARY ACTION (end of Nox's turn).
The Balhannoth is getting frustrated at not tasting blood.
-> Bite Attack (melee weapon attack with advantage (Lot is restrained)): Attack: 22 Damage: 28 piercing.
-> Mirror Image die: 10. It looks like it will continue to be frustrated. The last fake image is gone.
(Lair is next).
LAIR ACTION
Concerned about the largest of his current opponents, the Balhannoth will target the snake.
-> WIS saving throw {DC 16}: 13. With or without light, the Balhannoth is now invisible in the Giant Snake's eyes.
Unaware that its target has teleported, the Giant Snake will follow its master's last order and follow Dredge to the northwest corner of the chamber. Still unable to find the Balhannoth, it will attempt searching again.
-> Perception check: 10. And here's another roll because of disadvantage (searching in the dark): 13. The snake looks toward the southeast corner, as if it had picked up a scent.
(Karwin, Dredge, and Lot are up).
(If Lot is still Grappled do I teleport with it?)
Eider, Level 13 Human Abjurer Wizard - Colosseum of Conquest (11W-3L) (Tougher than he looks)
(@Elite: Yes, if grappled by it you teleport along. The latest map updated shows you where you are).
The books will move 30 ft towards the center of the room and Lot will cast another set of Mirror Images
Wild Magic: 4
"Guys, I could use a little help here!"
Eider, Level 13 Human Abjurer Wizard - Colosseum of Conquest (11W-3L) (Tougher than he looks)
At the sound of his voice, Dredge spins, the tip from the Giant Constrictor Snake confirmed. He charges to reingage the illusive opponent
**OOC: Can I get an attack in, since there was no search?
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
(@Hydra: You need a minimum of 40 feet of movement to reach the Balhannoth, so yes, you could then attack in Rhino-form, at disadvantage because of the dark).
Dredge, satisfied that he finally caught up to his prey, attacks recklessly, casting off the disadvantage of the dark.
To Hit: 23
Damage: 17 Magical Bludgeoning
If the attack hits, then the balhannoth needs to make a DC 15 strength saving throw or be knocked prone.
OOC: That was decidedly underwhelming. Carry on
For Future Round:
If a grapple (tentacle attack) gets made against me, I purposefully let it hit me, just so that I can stay with the stupid thing now that I caught up to it
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
Karwin rushes to the aid of her companion, [action]dash]/action]ing to get closer. The spectral blade moves closer, but at slower rate.
Action: dash
Bonus Action: Move Spiritual Weapon to AE-25
Movement: To AJ-32
Making good use of her Goggles of Night and the Giant Snake's hint, Karwin looks southeast and sees the Balhannoth still grasping Lot. The creature hasn't become hidden just yet. The samurai rushes toward the opponent, commanding her floating sword to follow behind. As Karwin approaches, she can see a slender, elvish figure standing on the shallow of the creek. The figure seems to just have finished touching the Balhannoth, as if casting a spell on it.
(OOC: For information, this is the same slender figure Nox spotted even before the fight started. Also, I moved Karwin to AJ33 instead to accommodate for the approaching Rhino).
As Karwin reaches the Balhannoth, her Spirit Guardians attack the creature (WIS saving throw {DC 16}: 15; damage equals half of 11 radiant. (Balhannoth - CMD: 84)).
LEGENDARY ACTION (end of Karwin's turn).
Unhappy about the attack from the approaching foe, the Balhannoth will Vanish, becoming invisible to all (as opposed to just the Giant Snake).
Also noticing the Giant Snake's hint and following Karwin's lead, Dredge charges somewhat blindly. As he approaches, Dredge sees the faint silhouette of the Balhannoth forming within the darkness. He prepares to swing his horn, but the creature vanishes at that very same instant, causing the druid to thrust his neck a bit too early while trying to catch its foe before it is completely invisible. The rhino finds no purchase.
LEGENDARY ACTION (end of Dredge's turn)
Wanting to be left alone with its meal, the Balhannoth will teleport again. Dredge and Karwin realize the creature has fled again as Lot is suddenly no longer next to them (Note that it is teleporting after turning invisible, so you guys don't really know where it is landing). Karwin can now fully see the elven figure that was partially hidden behind the Balhannoth's mass up until a moment ago, albeit in a grey-scale.
Sensing where his animated books are in relation to his new position, Lot makes them move toward himself. Hoping they will be as useful as they were the first time around, Lot makes his Mirror Images appear around him once more. The restrained sorcerer then yells out for help. Everyone except Nox can hear the yelp coming from the southwest corner of the room, over at the sandy portion.
(Balhannoth is next)
The Balhannoth will start swatting at the many Lots (aiming primarily at the grappled one) with its three non-occupied tentacles.
-> Tentacle (melee weapon attack with reach and advantage; Mirror Image die: 8) vs. Attack: 21 Damage: 10 bludgeoning. First fake Lot is gone.
-> Tentacle (melee weapon attack with reach and advantage; Mirror Image die: 20) vs. Attack: 18 Damage: 10 bludgeoning. Second fake Lot is gone.
-> Tentacle (melee weapon attack with reach and advantage; Mirror Image die: 10) vs. Attack: 19 Damage: 6 bludgeoning. Third fake Lot is gone.
END OF INITIATIVE ROUND 5
UPDATED MAP:
(Elven Figure is next)
Now that the Elven Figure has fully joined the fray, it will try to end it. With a beautiful smile, she blows a kiss at Karwin's direction and cast Calm Emotions, also affecting Rhino-Dredge.
CHA saving throws {DC 16}:
The Elven lady then teleports away, as the Balhannoth is wont to do. Even with her Goggles of Night, Karwin cannot see where the Elf went.
(Nox is up next)
i open the door
Nox - Adult Oblex - The Trials
Jartrin Ephok - Dragonborn - Zanoliv
Bunol - Grim Angel - The Floating Lands of Goriate
Nox opens the door and sees the grassy room where he was revived. He judges that he just opened the northwest door of that room.
(@Palfatreos: you are welcome to take the rest of your turn. So far you have only used your free interaction with the environment).
Ill use *Feline Agility* to get extra 30 feet. Ill move toward the balhamut.
BA:
Hex 1st level, i'll chose WIS for his disadvantage.
Action:
Hexblade’s Curse (+4 damage, crit19-20)
hex (1d6 necro, WIS disadvantage)
Eldritch Blast
Blast: Attack 11, Damage: 11 Force, 2 Necro.
If crit + 5 Force, 4Blast: Attack 22, Damage: 17 Force, 3 Necro.
If crit + 1 Force, 5Ill use my Bardic Inspiration dice on the second blast and add to the 5 attack roll (second blast 24 total to hit)
Nox - Adult Oblex - The Trials
Jartrin Ephok - Dragonborn - Zanoliv
Bunol - Grim Angel - The Floating Lands of Goriate
Nox barges into the room and continues running using the faint glow of Karwin Spiritual Weapon and his own Faerie Fired objects as guidance, as well as his Hunter's Mark. As soon as he picks the silhouette of the Balhannoth finishing its attack on Lot, the warlock casts Hex on the creature letting the faerie glow from his earlier spell disappear.
(OOC: You used your bonus action this turn to cast Hex, so you can't use Bardic Inspiration this turn. Also, the description for this feature specifically says you can't inspire yourself. I missed that too in an earlier post, but we should keep it to its description from now on. No worries, though, both attacks hit anyway).
Two Eldritch Blasts fly toward the aberration sizzling on impact. The blasts go through the elusive monster, cracking the wall on the other side (Balhannoth - CMD: 124->DEFEATED). The creature's tentacles fall limp to the ground, releasing Lot.
LAIR ACTIONThe Giant Snake will move towards its master, and then search for a hostile foe (perception: 17, at disadvantage: 10). The beast awaits new orders from its master.
(Karwin, Dredge, and Lot are up).