That was such poor timing for a 20. So comically sad that I’ll give you inspiration if you don’t have it already. I’m phone posting and will check the op later.
The phantoms cease their chant momentarily, and begin again: Lorghoth the Decayer, we awaken thee!
They do a few rounds of that, and then the room quakes. Waves ripple across the water as rocks shift near the crumbling part of the wall. Something appears to be moving underneath. Several larger pieces start falling away, and a massive monster appears! It's about 9 feet tall, and it looks like this!
The chanting stops again, and a new chant begins: The end comes! Death, be praised!
Puddin, we should not waste our resources on one another. There is enough to deal with in this twisted old house. And, we don't kill dogs, or anything else, because a bunch of old ghouls are chanting at us. Now lets bring this beast to its knees.
The massive creature draws itself up to its full height as it shakes off the rubble, and possibly centuries of sleep. Rubble and dust fall all around it into the water.
While the rest of you are trying to size up this new threat, Ireena has circled around to the far edge of the room - back near the closed portcullis - and already drawn and fired her crossbow. She crits, doing 5 points of damage!
The beast goes last, even after Fope's sad initiative roll. Everybody go! Remember you have Bless on.
Barnaby will cast flaming sphere. DC 13 dex save to halve 8 damage. He will then do his best to hunker down on the back side of the altar, getting what covert he can while staying out of the water.
The ball of flame is so small, relative to the size of the creature, that you are not even sure it's hurting the beast until you see it swat angrily and the ball of flame. Some steam is released, and you wonder - even though you know you landed it perfectly - if it did as much damage as you'd hoped.
This post has potentially manipulated dice roll results.
Føpé will sneak up behind Kiff's charge, using the big dwarfs ferocity to hide his caution (read: cowardice), then jump out to sneak attack the monster. Attack: 7 Damage: 10
Shar, knowing that this creature is not likely dextrous enough to dodge effectively, blasts it with a beam of Shar's energy. She strikes it, doing 6 damage!
Kif also manages to bury his axe deep in the bizarre monster, and he knows he dealt a mighty blow, but the creature is still coming.
It drives one massive fist down at Kif, and hits him. It does 12 damage! With its second fist, it hits him again, dealing 13 more!!! With both of the creature's arms around him, Kif feels himself getting slowly absorbed into the creatures fungal, funky biomass. Kif is engulfed! Blinded and restrained. Make a DC 14 CON save at the start of your turn, Kif, or take 13 damage. Make a DC 14 Athletics check to break free from the grapple. You get Bless for the save but not the check.
Ireena fumbles with the crossbow but rushes her next shot and misses. Puddin gambles on a Guiding Bolt, using a spell that would do a lot of damage if it hit, but unfortunately she misses.
This post has potentially manipulated dice roll results.
Barnaby allows the flaming sphere to do its damage for one last round (pending saveFor half of 9) and then drops it to once again cast protection from good and evil on Kif.
DM please confirm that this thing falls into one of the categories of the spell. If so, Kif gets advantage on saves (not this first one though as I am too late for it), and it has disadvantage on attacks against him.
It is definitely evil, and a suitable ne'erdowell for the purpose of your spell.
I will note that this creature, like (whether anybody noticed or not) other creatures earlier in this campaign, has been tweaked to fit its setting. Please, friends, do not think you know my monsters. ;)
I think I'm ok where I am, I've moved toward Ireena to pick up the axes then back to the center of the room more or less
Persuasion:20
Now I get a good roll!?
That was such poor timing for a 20. So comically sad that I’ll give you inspiration if you don’t have it already. I’m phone posting and will check the op later.
Also, Puddin looks, for a moment, genuinely remorseful.
You didn't have Inspiration. Now you do!
The phantoms cease their chant momentarily, and begin again: Lorghoth the Decayer, we awaken thee!
They do a few rounds of that, and then the room quakes. Waves ripple across the water as rocks shift near the crumbling part of the wall. Something appears to be moving underneath. Several larger pieces start falling away, and a massive monster appears! It's about 9 feet tall, and it looks like this!
The chanting stops again, and a new chant begins: The end comes! Death, be praised!
Roll for initiative!
Man-Thing!!
19 initiative
Puddin, we should not waste our resources on one another. There is enough to deal with in this twisted old house. And, we don't kill dogs, or anything else, because a bunch of old ghouls are chanting at us. Now lets bring this beast to its knees.
Initiative: 13
The massive creature draws itself up to its full height as it shakes off the rubble, and possibly centuries of sleep. Rubble and dust fall all around it into the water.
While the rest of you are trying to size up this new threat, Ireena has circled around to the far edge of the room - back near the closed portcullis - and already drawn and fired her crossbow. She crits, doing 5 points of damage!
The beast goes last, even after Fope's sad initiative roll. Everybody go! Remember you have Bless on.
BURN you beast of the rubble!
Barnaby will cast flaming sphere. DC 13 dex save to halve 8 damage. He will then do his best to hunker down on the back side of the altar, getting what covert he can while staying out of the water.
The ball of flame is so small, relative to the size of the creature, that you are not even sure it's hurting the beast until you see it swat angrily and the ball of flame. Some steam is released, and you wonder - even though you know you landed it perfectly - if it did as much damage as you'd hoped.
Føpé will sneak up behind Kiff's charge, using the big dwarfs ferocity to hide his caution (read: cowardice), then jump out to sneak attack the monster. Attack: 7 Damage: 10
Kif has not acted yet, but ok. If Kif does attack, then that's what will happen.
The phantoms aren't doing anything but chanting: The end comes! Death, be praised!
OK, Kif will do the do, 'cause that's what Kif do..run up and ax the man-thing
10 plus bless 1 to hit
Barnaby, that thing might like fire, uncle Gerber used to tell us "Whatever knows fear burns at the Man-Thing's touch!"
if that hits 10 damage
Hmmm roll20 is being a dice roll *****, I'm going to wait a bit and see if the originals show up, otherwise I'll try again
<edit> well that wasn't worth waiting for
Well Kif will action surge and take another swing
12 plus bless 3
If that hits 14 damage
Oh, with the bless bonus the attack should have come out to 10
Shar, knowing that this creature is not likely dextrous enough to dodge effectively, blasts it with a beam of Shar's energy. She strikes it, doing 6 damage!
Kif also manages to bury his axe deep in the bizarre monster, and he knows he dealt a mighty blow, but the creature is still coming.
It drives one massive fist down at Kif, and hits him. It does 12 damage! With its second fist, it hits him again, dealing 13 more!!! With both of the creature's arms around him, Kif feels himself getting slowly absorbed into the creatures fungal, funky biomass. Kif is engulfed! Blinded and restrained. Make a DC 14 CON save at the start of your turn, Kif, or take 13 damage. Make a DC 14 Athletics check to break free from the grapple. You get Bless for the save but not the check.
Everybody is up again!
Ireena fumbles with the crossbow but rushes her next shot and misses. Puddin gambles on a Guiding Bolt, using a spell that would do a lot of damage if it hit, but unfortunately she misses.
Barnaby allows the flaming sphere to do its damage for one last round (pending saveFor half of 9) and then drops it to once again cast protection from good and evil on Kif.
DM please confirm that this thing falls into one of the categories of the spell. If so, Kif gets advantage on saves (not this first one though as I am too late for it), and it has disadvantage on attacks against him.
It is definitely evil, and a suitable ne'erdowell for the purpose of your spell.
I will note that this creature, like (whether anybody noticed or not) other creatures earlier in this campaign, has been tweaked to fit its setting. Please, friends, do not think you know my monsters. ;)
It takes 2 fire damage.