Dusty summons his clones and focuses his Hex on the skull with a scorching case of herpes. Then he tries to flee down to the bottom of the stairs by Az, hoping his clones will protect him from zombie attacks. He breathes heavily, putting out small fires on his cloak.
"Heh... Hey, Absinthe. I'll give 100 gold to your favorite charity if you go give that skull a great big bear hug."
Mirror Image, Hex is still disadvantaging Strength
That chattering shit needs to be stopped! No, you need to be stopped!
"H... how the hell is that thing makin noise with too few lungs or lips?" Magic!
The fireball hits you all as you were unprepared and perhaps unknowing that such a thing could be so powerful. Only Fjolnir was fast enough to see the beam coming and take a position to lessen the blow. Absinthe goes unconscious. Absinthe will most likely use his damage reduction to keep from passing out. 5 18 damage reduced to 13, you are at 3 HP.
Dustfinger Hexes the Skull, makes magical copies of himself, and bravely runs away. Three zombies swing at hims as he's trying to escape. #1: 4 Swings at the right Dustfinger. Attack: 18 Damage: 5 aaaaaaand knocks him out. Hex dissapates. The three duplicates mimic Dustfinger and pass out on the ground. #2: N/A #4: N/A
Az Emberi (I'm going ahead as your turn is written, if you'd like to change anything, we can retro it. Also just noticed Healing Spirit is actually a Bonus action, in case you wanted to do something else, you still have an action if you'd like to save the magic stones for next turn. Keep in mind if you're going to cast a second spell it has to be a cantrip, since Healing Spirit is level 2.) The druid makes a 5' cube of healing where Absinthe is standing, anyone moving through that spot can roll a 1d6 and heal that amount as long as Az Emberi maintains concentration. He makes sure to take advantage of it himself.
Dirk Also moves through Absinthe's spot on the way to the front lines, healing for 3. He uses his magical gem to create a blast of light and said blast envelopes zombies 1, 2, 4 and 5 and the flameskull. CON Saves DC 15: Zombies: 11/8/6/14 / Flameskull: 22 All four zombies are blinded by the light. The flameskull is not (You have now learned that the flameskull has magic resistance, which grants advantage on saving throws from magic and similar effects.)
Round 2: This skull is on fire...
Hymir is up. "Magic resistance? Attack it then! Not fire, probably not fire, what's opposite? Water! We don't have water, do we Hymir? What then? Uh, um, THUNDERSTRUCK!!" Hymir hurls a small ball of thunder energy at the floating skull. Attack: 16 Damage: 13 The flameskull is indeed thunderstruck, yeah, yeah, yeah, thunderstruck. Hymir squeezes in with Absinthe to get some healing, 6 then ducks around the corner in the stairwell.
The zombies blindly rush the party, clumsily maneuvering over Dustfinger, but filling in the empty spaces until they bump into someone, then swing at them. 1 and 4 swing at Dirk, 2 at Absinthe. 5,6,7, and 8 can't reach anyone and press forward like a back row shark tooth waiting to spring to the front line. 1 vs Dirk: Attack: 13 Damage: 2 2 vs Absinthe: Attack: 7 Damage: 7 4 vs Dirk: Attack: 8 Damage: 7 The blindness allows Absinthe and Dirk to easily dodge or parry the clumsy attacks. End of turn CON Saves: 19/23/21/7 Zombies 1, 2, and 4 shake the effects of blindness as their eyes adjust, 5 is still blind though.
Absinthe and Fjolnir are up. Absinthe automatically heals for 1d6 at the start of his turn, so you can roll that before you do anything.
Light: Dim inside the room, skull emits dim light in 15' radius, Absinthe holding torch.
18- Hymir 18/30 HP 15- Dwarven Zombies AC: 8/ HP: 22 1) Taken 13 damage, looks hurt 2) Taken 13 damage, looks hurt 4) Taken 9 damage 5) Blinded, Taken 17 damage, looks rough 6) 7) 8) 13- Fjolnir 35/44 HP 13- Absinthe 3/35 HP 08- Flameskull Taken 13 damage 05- Dustfinger 0/27 HP (Unconscious, Has 3 prone duplicates) 04- Az Emberi 17/31 HP (C) Healing Spirit 04- Dirk 12/27 HP
Az Emberi casts the sprite on absinthe's spot walks into it and walks out. Heals for the 4. Then he pulls one bead off his necklace and toses it about 20 feet past dustfinger so the flames don't hit him. All creatures in that radius takes do a dex save to beat 14 or take. 31. Fire dmg Half on success.
This post has potentially manipulated dice roll results.
Retro action! Zombies 1, 2, 5, 7, the Flameskull and the bellows are in the area of effect for Az Emberi's fireball. Dex Saves: 8/6/10/15/ Flameskull: 17 reduced to 0 because, as one would imagine, it is immune to fire damage. Even though zombie #5 made its save, it was already rough, so all 4 zombies in the area were vaporized to ash. #5's Undead Fortitude DC 20: 8 Oh he gone.
The bellows is battered and singed and catches flame.
This doesn't change much, everyone still walked through the healing spirit without danger of opportunity attack, so all the heals stand. Dirk still hit a couple zombies and the fireskull with blind, #4 is still blinded, the fireskull still made its save. There are just several fewer zombies now.
Absinthe steps up to zombie 4 and beats it with his torch, dealing bludgeoning damage and 1 point of fire damage, not enough to kill it, but the secondary punch is. Undead Fortitude DC 11: 6 It barely hangs on to its unlife.
Fjolnir is up!
Light: Dim inside the room, skull emits dim light in 15' radius, Absinthe holding torch.
18- Hymir 18/30 HP 15- Dwarven Zombies AC: 8/ HP: 22 4) At 1 HP 6) 8) 13- Fjolnir 35/44 HP 13- Absinthe 8/35 HP 08- Flameskull Taken 13 damage 05- Dustfinger 0/27 HP (Unconscious, Has 3 prone duplicates) 04- Az Emberi 17/31 HP (C) Healing Spirit 04- Dirk 12/27 HP
This post has potentially manipulated dice roll results.
Fjolnir steps forward into the healing light, and backs out several steps whispering to himself, marking zombie 4 with a Hunters Mark. He looses an arrow at it between Dirk and Absinthe.
Zombie stay alive save DC 12: 22 Oh yeah, you're peeling parts off but he's still standing.
The flameskull continues cackling "Ha ha haha ha ha ha. Go away! This is off-limits!" and starts to concentrate. A flaming sphere appears amid the party. Anyone who ends their turn adjacent to the sphere must make a DEX Save or take 2d6 fire damage. He remains floating 10' above the bellows.
Dustfinger, Az Emberi and Dirk are up. Dustfinger must roll a death save.
Light: Dim inside the room, skull emits dim light in 15' radius, Absinthe holding torch, Flaming Sphere emits bright light.
18- Hymir 18/30 HP 15- Dwarven Zombies AC: 8/ HP: 22 4) At 1 HP 6) 8) 13- Fjolnir 36/44 HP 13- Absinthe 8/35 HP 08- Flameskull Taken 13 damage (C) Flaming Sphere 05- Dustfinger 0/27 HP (Unconscious, Has 3 prone duplicates) 04- Az Emberi 17/31 HP (C) Healing Spirit 04- Dirk 12/27 HP
This post has potentially manipulated dice roll results.
(jack Absinthe up with...) L2 cure wounds 5 , 6 (I seem to have forgotten a dice roll in that, pls add) BARDIC INSPIR*******ATION on Absinthe, Dustfinger, and Fjolnir. SCATTER! Absinthe! Skull **** the skull! Skull **** the skull! I shout, panicking as I run the risk moving north just inside this passage/room to my fullest movement. Assuming I reach this destination.... Tch! This is the most well armed Goblin toilet to ever cackle some half assed, Taxman foreplay dialogue since Grabstd's infamously reviled love poems about stink and eating raw or rotting things. His musings were literally titled RAW OR ROTTING THINGS, love poems! Threats, fireballs, undead I can take... but this thing's musings are insufferable and must be stopped! (I misunderstood the death save, sorry)
This post has potentially manipulated dice roll results.
I mobe two spots east of dustfinger walking through the sprite for healing. 6. I ba move it on to dust fingers spot. And thorn whip the skull. 19 dmg 4
Dirk heals Absinthe for 8 total, (even though Dustfinger is making death saves...) Then uses his Mantle of Inspiration. Absinthe, Dustfinger, Fjolnir, and 1 more, gains 5 Temp HP, and can move up to their movement without provoking opportunity attacks. (Just noticed the wording of Mantle of Inspiration, the creatures have to be able to see you as well as you seeing them. Dustfinger is unconscious and can't see you, so he can't benefit from it. You can choose 2 more out of yourself, Hymir and Az Emberi to also gain a free move and Temp HP. If you pick yourself as one you won't get an opportunity attack from the zombie.)
Az Emberi moves through the Healing Spirit before moving it onto Dustfinger's spot. (At the start of your next turn you will heal, then you may act on that turn... so long as Az doesn't lose concentration, mua ha ha!) He skirts around zombie #4 trying not to provoke an attack, and successfully hits the floating skull with a Thorn Whip. The piercing thorns do less damage than expected, though. You get the feeling that it is resistant to piercing damage. It is, however, pulled toward you, and is now less than 10 feet from the ground. Just remembered it needs to make a concentration check: 5 The flaming sphere dissipates...
Before Hymir goes, I need clarification from Dirk, then I'll need where everyone wants to move with their free 30' of movement. Don't worry, since Dirk and Az have the same initiative, we can say that everything written has happened without going backward. Current positions:
Light: Dim inside the room, skull emits dim light in 15' radius, Absinthe holding torch.
18- Hymir 18+5/30 HP 15- Dwarven Zombies AC: 8/ HP: 22 4) At 1 HP 6) 8) 13- Fjolnir 36+5/44 HP 13- Absinthe 16+5/35 HP 08- Flameskull Taken 15 damage 05- Dustfinger 0/27 HP (Unconscious, Has 3 prone duplicates) [X][][]/[][][] 04- Az Emberi 23/31 HP (C) Healing Spirit 04- Dirk 12+5 /27 HP
This post has potentially manipulated dice roll results.
Hymir graciously accepts, and with the free move he runs to Dustfinger and back away from the zombie to take advantage of the healing spirit. 6. Hymir looks at the skull again, and seeing the dire need to take it down, blasts it with another level 2 Chromatic Orb of thunder. Attack: 10 Damage: 16 (Holy shit)
You watch as a ripple in the air becomes an orb that, while clear, looks to bend light and sound around it. The cavern goes silent as the ball seems to absorb all the sound into itself, then like a bullet it careens into the flaming skull too quickly for it to react. A thunderous crack breaks the momentary silence and peels through the cavern on impact. The skull shatters in a burst of green flame. There is nothing left but a pile of bone shards on the floor.
The zombies, independent of the skull, continue the assault. Zombie 4 doesn't move and attacks Absinthe, Zombies 6 and 8 swarm Az Emberi. 4: Attack: 22 Damage: 2 6: Attack: 21 Damage: 4 8: Attack: 9 Damage: 7 #4 hits Absinthe but it doesn't get past his bolstered defenses, thanks to Dirk. The attacks on Az are completely ineffectual.
Fjolnir tries to finally finish off the zombie that wouldn't die. He does. It dies. (Not going to bother rolling because you did enough damage to it to make it impossible to save against the DC.)
Absinthe is up, then Dustfinger will heal 1d6 and get a turn, then Dirk and Az Emberi.
18- Hymir 24+5/30 HP 15- Dwarven Zombies AC: 8/ HP: 22 4) Dead 6) 8) 13- Fjolnir 36+5/44 HP 13- Absinthe 16+1/35 HP 08- Flameskull- Ba doo be, shattered, shattered. (Give me your hate.) 05- Dustfinger 0/27 HP (Unconscious, Has 3 prone duplicates) [X][][]/[][][] 04- Az Emberi 23/31 HP (C) Healing Spirit 04- Dirk 12+5 /27 HP
Dusty's eyes snap open and he leaps up to his feet. "NO, DADDY, DON'T TOUCH ME THER... oh...hey, guys." He scoots over to Az's left and fixates the hexblade's ire on the zombie in front of himself before slashing with his double scimitar.
((Hexblade Curse)) Double scimitar at #8 20 Damage 12
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7
Dex save 21
"H... how the hell is that thing makin noise with too few lungs or lips?"
Dusty summons his clones and focuses his Hex on the skull with a scorching case of herpes. Then he tries to flee down to the bottom of the stairs by Az, hoping his clones will protect him from zombie attacks. He breathes heavily, putting out small fires on his cloak.
"Heh... Hey, Absinthe. I'll give 100 gold to your favorite charity if you go give that skull a great big bear hug."
Mirror Image, Hex is still disadvantaging Strength
I cast healing spirit on my spot. Take 4 healing BA move spirit to dustfingers spot.
Dex save: 9
Round 1: This skull is on fire...
That chattering shit needs to be stopped! No, you need to be stopped!
"H... how the hell is that thing makin noise with too few lungs or lips?" Magic!
The fireball hits you all as you were unprepared and perhaps unknowing that such a thing could be so powerful. Only Fjolnir was fast enough to see the beam coming and take a position to lessen the blow.
Absinthe goes unconscious.Absinthe will most likely use his damage reduction to keep from passing out. 5 18 damage reduced to 13, you are at 3 HP.Dustfinger Hexes the Skull, makes magical copies of himself, and bravely runs away. Three zombies swing at hims as he's trying to escape.
#1: 4 Swings at the right Dustfinger. Attack: 18 Damage: 5 aaaaaaand knocks him out. Hex dissapates. The three duplicates mimic Dustfinger and pass out on the ground.
#2: N/A
#4: N/A
Az Emberi (I'm going ahead as your turn is written, if you'd like to change anything, we can retro it. Also just noticed Healing Spirit is actually a Bonus action, in case you wanted to do something else, you still have an action if you'd like to save the magic stones for next turn. Keep in mind if you're going to cast a second spell it has to be a cantrip, since Healing Spirit is level 2.) The druid makes a 5' cube of healing where Absinthe is standing, anyone moving through that spot can roll a 1d6 and heal that amount as long as Az Emberi maintains concentration. He makes sure to take advantage of it himself.
Dirk Also moves through Absinthe's spot on the way to the front lines, healing for 3. He uses his magical gem to create a blast of light and said blast envelopes zombies 1, 2, 4 and 5 and the flameskull. CON Saves DC 15: Zombies: 11/8/6/14 / Flameskull: 22 All four zombies are blinded by the light. The flameskull is not (You have now learned that the flameskull has magic resistance, which grants advantage on saving throws from magic and similar effects.)
Round 2: This skull is on fire...
Hymir is up. "Magic resistance? Attack it then! Not fire, probably not fire, what's opposite? Water! We don't have water, do we Hymir? What then? Uh, um, THUNDERSTRUCK!!" Hymir hurls a small ball of thunder energy at the floating skull. Attack: 16 Damage: 13 The flameskull is indeed thunderstruck, yeah, yeah, yeah, thunderstruck. Hymir squeezes in with Absinthe to get some healing, 6 then ducks around the corner in the stairwell.
The zombies blindly rush the party, clumsily maneuvering over Dustfinger, but filling in the empty spaces until they bump into someone, then swing at them. 1 and 4 swing at Dirk, 2 at Absinthe. 5,6,7, and 8 can't reach anyone and press forward like a back row shark tooth waiting to spring to the front line.
1 vs Dirk: Attack: 13 Damage: 2
2 vs Absinthe: Attack: 7 Damage: 7
4 vs Dirk: Attack: 8 Damage: 7
The blindness allows Absinthe and Dirk to easily dodge or parry the clumsy attacks. End of turn CON Saves: 19/23/21/7 Zombies 1, 2, and 4 shake the effects of blindness as their eyes adjust, 5 is still blind though.
Absinthe and Fjolnir are up. Absinthe automatically heals for 1d6 at the start of his turn, so you can roll that before you do anything.
Light: Dim inside the room, skull emits dim light in 15' radius, Absinthe holding torch.
18- Hymir 18/30 HP
15- Dwarven Zombies AC: 8/ HP: 22
1) Taken 13 damage, looks hurt
2) Taken 13 damage, looks hurt
4) Taken 9 damage
5) Blinded, Taken 17 damage, looks rough
6)
7)
8)
13- Fjolnir 35/44 HP
13- Absinthe 3/35 HP
08- Flameskull Taken 13 damage
05- Dustfinger 0/27 HP (Unconscious, Has 3 prone duplicates)
04- Az Emberi 17/31 HP (C) Healing Spirit
04- Dirk 12/27 HP
-We are all just one failed saving throw away from someone else's fantasy...
Heal: 6
Absinthe moves toward the nearest zombie to begin squishing then into pulp.
Torch club Attack: 8 Damage: 4
Punch to face Attack: 17 Damage: 5
Az Emberi casts the sprite on absinthe's spot walks into it and walks out. Heals for the 4. Then he pulls one bead off his necklace and toses it about 20 feet past dustfinger so the flames don't hit him. All creatures in that radius takes do a dex save to beat 14 or take. 31. Fire dmg Half on success.
Retro action! Zombies 1, 2, 5, 7, the Flameskull and the bellows are in the area of effect for Az Emberi's fireball. Dex Saves: 8/6/10/15/ Flameskull: 17 reduced to 0 because, as one would imagine, it is immune to fire damage. Even though zombie #5 made its save, it was already rough, so all 4 zombies in the area were vaporized to ash. #5's Undead Fortitude DC 20: 8 Oh he gone.
The bellows is battered and singed and catches flame.
This doesn't change much, everyone still walked through the healing spirit without danger of opportunity attack, so all the heals stand.
Dirk still hit a couple zombies and the fireskull with blind, #4 is still blinded, the fireskull still made its save.
There are just several fewer zombies now.
Absinthe steps up to zombie 4 and beats it with his torch, dealing bludgeoning damage and 1 point of fire damage, not enough to kill it, but the secondary punch is. Undead Fortitude DC 11: 6 It barely hangs on to its unlife.
Fjolnir is up!
Light: Dim inside the room, skull emits dim light in 15' radius, Absinthe holding torch.
18- Hymir 18/30 HP
15- Dwarven Zombies AC: 8/ HP: 22
4) At 1 HP
6)
8)
13- Fjolnir 35/44 HP
13- Absinthe 8/35 HP
08- Flameskull Taken 13 damage
05- Dustfinger 0/27 HP (Unconscious, Has 3 prone duplicates)
04- Az Emberi 17/31 HP (C) Healing Spirit
04- Dirk 12/27 HP
-We are all just one failed saving throw away from someone else's fantasy...
Fjolnir steps forward into the healing light, and backs out several steps whispering to himself, marking zombie 4 with a Hunters Mark. He looses an arrow at it between Dirk and Absinthe.
Heal 3
Longbow 20 Dmg 12 Hunters Mark 5
Zombie stay alive save DC 12: 22 Oh yeah, you're peeling parts off but he's still standing.
The flameskull continues cackling "Ha ha haha ha ha ha. Go away! This is off-limits!" and starts to concentrate. A flaming sphere appears amid the party. Anyone who ends their turn adjacent to the sphere must make a DEX Save or take 2d6 fire damage. He remains floating 10' above the bellows.
Dustfinger, Az Emberi and Dirk are up. Dustfinger must roll a death save.
Light: Dim inside the room, skull emits dim light in 15' radius, Absinthe holding torch, Flaming Sphere emits bright light.
18- Hymir 18/30 HP
15- Dwarven Zombies AC: 8/ HP: 22
4) At 1 HP
6)
8)
13- Fjolnir 36/44 HP
13- Absinthe 8/35 HP
08- Flameskull Taken 13 damage (C) Flaming Sphere
05- Dustfinger 0/27 HP (Unconscious, Has 3 prone duplicates)
04- Az Emberi 17/31 HP (C) Healing Spirit
04- Dirk 12/27 HP
-We are all just one failed saving throw away from someone else's fantasy...
(jack Absinthe up with...) L2 cure wounds 5 , 6 (I seem to have forgotten a dice roll in that, pls add) BARDIC INSPIR*******ATION on Absinthe, Dustfinger, and Fjolnir. SCATTER! Absinthe! Skull **** the skull! Skull **** the skull! I shout, panicking as I run the risk moving north just inside this passage/room to my fullest movement. Assuming I reach this destination.... Tch! This is the most well armed Goblin toilet to ever cackle some half assed, Taxman foreplay dialogue since Grabstd's infamously reviled love poems about stink and eating raw or rotting things. His musings were literally titled RAW OR ROTTING THINGS, love poems! Threats, fireballs, undead I can take... but this thing's musings are insufferable and must be stopped! (I misunderstood the death save, sorry)
Rainbow....... Mooo....
Death Save! 17
I mobe two spots east of dustfinger walking through the sprite for healing. 6. I ba move it on to dust fingers spot. And thorn whip the skull. 19 dmg 4
Dustfinger starts to stabilize.
Dirk heals Absinthe for 8 total, (even though Dustfinger is making death saves...) Then uses his Mantle of Inspiration. Absinthe,
Dustfinger, Fjolnir, and 1 more, gains 5 Temp HP, and can move up to their movement without provoking opportunity attacks. (Just noticed the wording of Mantle of Inspiration, the creatures have to be able to see you as well as you seeing them. Dustfinger is unconscious and can't see you, so he can't benefit from it. You can choose 2 more out of yourself, Hymir and Az Emberi to also gain a free move and Temp HP. If you pick yourself as one you won't get an opportunity attack from the zombie.)Az Emberi moves through the Healing Spirit before moving it onto Dustfinger's spot. (At the start of your next turn you will heal, then you may act on that turn... so long as Az doesn't lose concentration, mua ha ha!) He skirts around zombie #4 trying not to provoke an attack, and successfully hits the floating skull with a Thorn Whip. The piercing thorns do less damage than expected, though. You get the feeling that it is resistant to piercing damage. It is, however, pulled toward you, and is now less than 10 feet from the ground.
Just remembered it needs to make a concentration check: 5 The flaming sphere dissipates...
Before Hymir goes, I need clarification from Dirk, then I'll need where everyone wants to move with their free 30' of movement. Don't worry, since Dirk and Az have the same initiative, we can say that everything written has happened without going backward. Current positions:
Light: Dim inside the room, skull emits dim light in 15' radius, Absinthe holding torch.
18- Hymir 18+5/30 HP
15- Dwarven Zombies AC: 8/ HP: 22
4) At 1 HP
6)
8)
13- Fjolnir 36+5/44 HP
13- Absinthe 16+5/35 HP
08- Flameskull Taken 15 damage
05- Dustfinger 0/27 HP (Unconscious, Has 3 prone duplicates) [X][][]/[][][]
04- Az Emberi 23/31 HP (C) Healing Spirit
04- Dirk 12+5 /27 HP
-We are all just one failed saving throw away from someone else's fantasy...
Fjolnir steps forward
into the healing light again, and back several feetbefore sailing another arrow at Zombie 4:Heal 2Longbow 25 Dmg 13 Hunters Mark 6
Hymir and me I guess.
Rainbow....... Mooo....
Hymir graciously accepts, and with the free move he runs to Dustfinger and back away from the zombie to take advantage of the healing spirit. 6. Hymir looks at the skull again, and seeing the dire need to take it down, blasts it with another level 2 Chromatic Orb of thunder. Attack: 10 Damage: 16 (Holy shit)
You watch as a ripple in the air becomes an orb that, while clear, looks to bend light and sound around it. The cavern goes silent as the ball seems to absorb all the sound into itself, then like a bullet it careens into the flaming skull too quickly for it to react. A thunderous crack breaks the momentary silence and peels through the cavern on impact. The skull shatters in a burst of green flame. There is nothing left but a pile of bone shards on the floor.
The zombies, independent of the skull, continue the assault. Zombie 4 doesn't move and attacks Absinthe, Zombies 6 and 8 swarm Az Emberi.
4: Attack: 22 Damage: 2
6: Attack: 21 Damage: 4
8: Attack: 9 Damage: 7
#4 hits Absinthe but it doesn't get past his bolstered defenses, thanks to Dirk. The attacks on Az are completely ineffectual.
Fjolnir tries to finally finish off the zombie that wouldn't die. He does. It dies. (Not going to bother rolling because you did enough damage to it to make it impossible to save against the DC.)
Absinthe is up, then Dustfinger will heal 1d6 and get a turn, then Dirk and Az Emberi.
18- Hymir 24+5/30 HP
15- Dwarven Zombies AC: 8/ HP: 22
4) Dead
6)
8)
13- Fjolnir 36+5/44 HP
13- Absinthe 16+1/35 HP
08- Flameskull- Ba doo be, shattered, shattered. (Give me your hate.)
05- Dustfinger 0/27 HP (Unconscious, Has 3 prone duplicates) [X][][]/[][][]
04- Az Emberi 23/31 HP (C) Healing Spirit
04- Dirk 12+5 /27 HP
-We are all just one failed saving throw away from someone else's fantasy...
Absinthe will beat the pulp out of zombie 4,for starters.
Torch club to nads Attack: 22 Damage: 5
Heel to face Attack: 12 Damage: 7
If it is still alive I will spend a Ki point to disengage and move into the healing light.
Spiritude 3
Dusty's eyes snap open and he leaps up to his feet. "NO, DADDY, DON'T TOUCH ME THER... oh...hey, guys." He scoots over to Az's left and fixates the hexblade's ire on the zombie in front of himself before slashing with his double scimitar.
((Hexblade Curse)) Double scimitar at #8 20 Damage 12