You would see the wendigo as it bursts out of the trees then and moves to strike at Maximar.
Would we have the opportunity to strike? Sorumar would have been waiting with his poisoned javelins for when it appeared.
Just in case its allowed: DC 19 con save for the poison, half damage on a success. Attack: 26 Damage: 13 piercing 41 poison Attack: 19 Damage: 16 piercing 48 poison Attack: 33 Damage: 14 piercing 48 poison Attack: 28 Damage: 13 piercing 38 poison
If he doesn't have time to launch this attack as it approaches, it'll be his first turn.
readied actions are a single attack, not a full attack. it also uses your raction. I am fine with it.
Sorumar throws a poisoned javelin at the wendigo as it comes out of the woods, but the non-magical weapon just bounces off of it, not even registering to the creature.
As a note, the Wendigo is a large-sized creature. It is about 20 feet from the cabin. I will say that Gandolth is going to have to be behind the cabin, since he is in the form of a Gold Dragon, so that is about the only place he could be, unless he is invisible as well.
Fred is in the form of a Gold Dragon. Gandolph is Gandolph
Gaze of the Ravenous: Fixing its eyes upon Six Coins, the Wendigo instills the spark of madness within a creature it can see. The target must succeed on a Constitution saving throw (DC 23) or gain a level of exhaustion. If the target is frightened, it gains two levels of exhaustion instead.
The Wendigo then disappears from inside the cage, appearing next to Six Coins. It attacks with its claws... Melee Weapon Attack: 21 to hit, reach 10 ft., one target. Hit: 40 psychic damage. If a struck target is frightened, it is also knocked prone.
Gilra ... please post your action. Vaden ... up next.
Howl of Terror: The Wendigo lets loose a terrifying wail that is heard throughout The Plane of Malevolence. All creatures in the demiplane must make a Wisdom saving throw against DC 23 or become frightened. At the end of each of an affected creature's turns, it can attempt another saving throw, ending the effect on a success. This action cannot be prevented by any source, and creatures immune to fear can still be affected by Howl of Terror.
(Just include the wis save when you post for your next action.)
This post has potentially manipulated dice roll results.
Sorumar wis saving throw: 14 (advantage if magical 15) +7 if within 30 feet of Jown.
Sorumar will ignore the remaining javelins and attack with his spear.
Attack: 24 Damage: 15 Attack: 35 Damage: 19 Attack: 30 Damage: 16 Attack: 33 Damage: 20 Attack: 28 Damage: 18 first hit requires a dc 19 con save for half of 50 Poison damage.
Sorumar will then push himself further for another round of attacks (action surge)
This post has potentially manipulated dice roll results.
Wisdom save as it will determine what my actions are: 3 +7 if within 30 feet of Jown
Amathile is shaken to his bones. This is a fierce-some creature and he'd rather warm himself up to the conflict first. Reaching down into his magical quiver he pulls out a several javelin and begins to toss them.
This post has potentially manipulated dice roll results.
Qatyra will knocks the arrows of slaying, wasting no time in trying to put this abomination down. As she draws the arrow she will mutter "Swift Death to you who have wronged me." And declare the Wendigo her sworn enemy.
Attack: 30 Damage: 22
Attack: 35 Damage: 19
Damage from arrows of slaying (half on successful saves. DC 17 con)
24
35
+5 from foe Slayer
She will then move behind the shack and use bonus action to hide.
This post has potentially manipulated dice roll results.
Jown Sno WIS: 31
Bless Count on Sorumar, Amathile and Qatyra (You may roll 1d4 and add it to your WIS save. You can also add 1d4 to hit for all your attacks): 6 sec passed
Death Ward on Maximar, Six Coins
(OOC: I'm writing the spells that have concentration or limited duration down so that I can keep track of what Jown has up and doesn't and how long it will last)
Jown charges the wendigo and points at the air next to the creature. A spectral war hammer appears and slams down on it. BA: Cast Spiritual Weapon at 2nd level: 25 (Advantage from Six Coins: 34) Dmg: 12 Force
Jown the swings his long sword+1 at the creatures head... twice: Attack 1: 29 (Advantage from Six Coins: 29) Dmg: 16 Attack 2: 21 (Advantage from Six Coins: 18) Dmg: 10
This post has potentially manipulated dice roll results.
Gandolph wisdom save (assuming within 30 feet of Jown, if not then subtract 7 also will probably spend a lucky point) : 1 (raw d20) + 5 (gandolph wisdom save) + 7 (Jown) second roll for lucky point 9 (again just raw d20)
I will assume the 11 + 5 + 7 is a successful save.
readied actions are a single attack, not a full attack. it also uses your raction. I am fine with it.
Con save: 33
Sorumar throws a poisoned javelin at the wendigo as it comes out of the woods, but the non-magical weapon just bounces off of it, not even registering to the creature.
Raist grins at the hideous creature and attempts to snare it in place casting Forcecage.
7th Level Forcecage: DC 27 CHR save or be trapped in a cage 15'x15'x15' or if the creature seems bigger then I will go 20' per side.
Then Raist will jump onto his broom and fly up to hover over the cabin.
Fred is in the form of a Gold Dragon. Gandolph is Gandolph
Lot's of stuff ...
CHA save: 28
Still waiting on Six Coin's action.
Six Coins will fire two arrows at the Wendigo, the second arrow is poisoned.
Attack: 28 Damage: 17
Bonus Action Attack: 20 24 Damage: 14
DC 19 Con Save if poison affects the Wendigo. Poison Damage: 44
Sneak Attack: 42
(Other attacks on the Wendigo have advantage until Six Coin's next turn.)
Raist ... creats a cage around the Wendigo.
Six Coins ... shoots at the wendigo inside the force cage. (Going to give you a 50% chance to get through the invisible bars. On a 1 you hit,
on a 0 you don't. First shot: 0 2nd shot: 1)
The first strike glances off one of the invisible bars, the second shot makes it through though, slamming into the Wendigo.
Gaze of the Ravenous: Fixing its eyes upon Six Coins, the Wendigo instills the spark of madness within a creature it can see. The target must succeed on a Constitution saving throw (DC 23) or gain a level of exhaustion. If the target is frightened, it gains two levels of exhaustion instead.
The Wendigo then disappears from inside the cage, appearing next to Six Coins. It attacks with its claws...
Melee Weapon Attack: 21 to hit, reach 10 ft., one target. Hit: 40 psychic damage. If a struck target is frightened, it is also knocked prone.
Gilra ... please post your action.
Vaden ... up next.
Gilra doesn't have enough information to do much else yet, so he's just going to cast blight on the Wendigo for 19 damage (CON(24) save for half).
The spell seems to have no effect on the Wendigo.
Vaden casts [spirit weapon[/spell] at 4th level, causing a dagger to appear and strike at the Wendigo.
To hit: 11
Damage: 19 force.
He then casts toll the dead DC 26 Wis save or take 21 necrotic.
Vaden's spiritual dagger misses, and the necrotic power of the toll the dead seems to have no affect.
Howl of Terror: The Wendigo lets loose a terrifying wail that is heard throughout The Plane of Malevolence. All creatures in the demiplane must make a Wisdom saving throw against DC 23 or become frightened. At the end of each of an affected creature's turns, it can attempt another saving throw, ending the effect on a success. This action cannot be prevented by any source, and creatures immune to fear can still be affected by Howl of Terror.
(Just include the wis save when you post for your next action.)
We are ready for everyone else's actions now...
Gandolph ...
Sorumar ...
fred ...
Amathile ...
Jown Sno ...
Qatyra ...
Sorumar wis saving throw: 14 (advantage if magical 15) +7 if within 30 feet of Jown.
Sorumar will ignore the remaining javelins and attack with his spear.
Attack: 24 Damage: 15
Attack: 35 Damage: 19
Attack: 30 Damage: 16
Attack: 33 Damage: 20
Attack: 28 Damage: 18
first hit requires a dc 19 con save for half of 50 Poison damage.
Sorumar will then push himself further for another round of attacks (action surge)
Attack: 27 Damage: 19
Attack: 28 Damage: 17
Attack: 22 Damage: 18
Attack: 22 Damage: 16
extra crit damage from 40 to hit 2, and from 39 to hit 7 (savage attacks and champion).
Save should be fine, adding bless to attacks:
2
1
2
2
4
4
2
1
4
Wisdom save as it will determine what my actions are: 3 +7 if within 30 feet of Jown
Amathile is shaken to his bones. This is a fierce-some creature and he'd rather warm himself up to the conflict first. Reaching down into his magical quiver he pulls out a several javelin and begins to toss them.
Javelin Attack 1: 20 Damage: 12
Javelin Attack 2: 27 Damage: 15
Javelin Attack 3: 22 Damage: 18
Javelin Attack 4: 29 Damage: 17
Six Coin's Con Save: 21
(Using my reaction to move 20ft away from the Wendigo.)
Wis save: 19
Spending a Luck Point on the Con save. 31
Qatyra will knocks the arrows of slaying, wasting no time in trying to put this abomination down. As she draws the arrow she will mutter "Swift Death to you who have wronged me." And declare the Wendigo her sworn enemy.
Attack: 30 Damage: 22
Attack: 35 Damage: 19
Damage from arrows of slaying (half on successful saves. DC 17 con)
24
35
+5 from foe Slayer
She will then move behind the shack and use bonus action to hide.
24
Jown Sno WIS: 31
Bless Count on Sorumar, Amathile and Qatyra (You may roll 1d4 and add it to your WIS save. You can also add 1d4 to hit for all your attacks): 6 sec passed
Death Ward on Maximar, Six Coins
(OOC: I'm writing the spells that have concentration or limited duration down so that I can keep track of what Jown has up and doesn't and how long it will last)
Jown charges the wendigo and points at the air next to the creature. A spectral war hammer appears and slams down on it.
BA: Cast Spiritual Weapon at 2nd level: 25 (Advantage from Six Coins: 34) Dmg: 12 Force
Jown the swings his long sword+1 at the creatures head... twice:
Attack 1: 29 (Advantage from Six Coins: 29) Dmg: 16
Attack 2: 21 (Advantage from Six Coins: 18) Dmg: 10
Gandolph wisdom save (assuming within 30 feet of Jown, if not then subtract 7 also will probably spend a lucky point) : 1 (raw d20) + 5 (gandolph wisdom save) + 7 (Jown) second roll for lucky point 9 (again just raw d20)
I will assume the 11 + 5 + 7 is a successful save.
(OOC: working on his action)
Lot's of stuff ...