Gandolph will one of his 9th level spell slots (he has 2) to cast Bigby's Hand. He will use the "Clenched Fist" attack option (12d8 damage at 9th level): 39 attack roll for force damage of 46
Gandolph will then use action surge to cast scorching ray with a 4th level spell slot:
Ray #1 : attack roll 34 for fire damage of 4 -- Ray #2 : attack roll 30 for fire damage of 7 -- Ray #3 : attack roll 41 for fire damage of 10 -- Ray #4 : attack roll 31 for fire damage of 10 -- Ray #5 : attack roll 33 for fire damage of 5
Gandolph previously had activated the blink spell (as mentioned in the preps) and here is his blink roll: 13 Gandolph does NOT disappear
Also just noticed that the one of the scorching rays was a crit so here is the extra damage: 7
Fred's wisdom save (as an ancient gold dragon) (also because of his size and special considerations for positioning I am NOT assuming he was close enough to Jown to get the +7 save buff): 10 (raw d20 roll) +3 (will only save if nat 20 so Fred will use one of the dragon's legendary saves unless the nat 20 happened)
This post has potentially manipulated dice roll results.
Fred will use the ancient gold dragon frightful presence to attempt to frighten the wendigo for 1 minute; dc 24 wisdom save; and then attack with one bite and two claw attacks:
Gandolph ... casts a spell, targetting the wendigo and slamming it with a powerful fist, for damage. He then casts a second spell, sending several rays of fire in to also strike the creature.
Sorumar ... misses his first strike, but lays into the wendigo with the remaining ones.
fred ... the Wendigo shrugs off the attempt to frighten it without any difficulty. (Immune to frightened.) Fred, in his dragon form, then bites the wendigo and claws him once, missing on the other claw attempt. The bite and claw attacks have no affect though. (Ancient dragon's natural weapons do not appear to be magical...)
Bone Spear: The Wendigo pulls out one of its many bone spurs and throws it like a spear at the gold dragon (fred). Ranged Weapon Attack: 23 to hit, reach 120 ft., one target. Hit: 31 piercing damage.
Amathile ... is frightened of the beast. Tosses javelins at it. The ones that do hit bounce off harmlessly, as they are not magical.
Bone Spear: The Wendigo pulls out one of its many bone spurs and throws it like a spear at Amathile . Ranged Weapon Attack: 18 to hit, reach 120 ft., one target. Hit: 21 piercing damage. If the struck target is frightened, this attack deals an additional 22 psychic damage."
Jown Sno ... creates a spiritual weapon, which strikes the wendigo for damage. He then slashes at it twice, missing once but hitting on the second strike, doing damage.
Qatyra ... sends two arrows at the beast, hitting twice. save vs arrows: 20 and 25
Into the Shadows: The Wendigo casts invisibility on itself. This effect cannot be countered or dispelled by frightened creatures.
The Wendigo is now invisible.
Back to top of order. I need actions now from:
Six Coins ... Raist ...
(OOC: you have it down to 35% of its current HP...)
[OOC: As a reaction could I have cast Counterspell as the Wendigo was casting Invisibility, or was it a natural ability it has? I would have cast it at 4th level.]
As long as the Wendigo is within 60' of Raist he can see it as he has truesight so he will target the creature with Disintegrate
[OOC: As a reaction could I have cast Counterspell as the Wendigo was casting Invisibility, or was it a natural ability it has? I would have cast it at 4th level.]
As long as the Wendigo is within 60' of Raist he can see it as he has truesight so he will target the creature with Disintegrate
This post has potentially manipulated dice roll results.
The Wendigo targets Raist... Bone Spear: The Wendigo pulls out one of its many bone spurs and throws it like a spear at a target within range. Ranged Weapon Attack: 25 to hit, reach 120 ft., one target. Hit: 25 piercing damage.
Then, on its normal turn... The Wendigo strikes at Sorumar Psychic Ambush: The Wendigo teleports adjacent to a target it can see and rakes it with its terrible claws that shred the mind. This effect ignores all movement-impairing conditions from non-Epic sources that affect the Wendigo. Melee Weapon Attack: 36 to hit, reach 10 ft., one target. Hit: 45 psychic damage. If a struck target is frightened, it is also knocked prone.
Gandolph would Counterspell as well if he is able. Being an abjuration Wizard gives him special counterspell capabilities. Because of his Improved Abjuration ability he is able to add his proficiency (+8) to his spell casting ability (+10) when trying to counter a spell. So here is the counter attempt: 2 (raw D20) +8 +10 = 20
Consume: The Wendigo moves up to its speed, unhinges its jaw and bites down with terrific force. Melee Weapon Attack: 29 to hit, reach 5 ft., one target. Hit 37 piercing damage. Critical Hit: 19-20.
At Raist again...
Bone Spear: The Wendigo pulls out one of its many bone spurs and throws it like a spear at a target within range. Ranged Weapon Attack: 30 to hit, reach 120 ft., one target. Hit: 25 piercing damage.
(OOC: short break for breakfast)
Gandolph will one of his 9th level spell slots (he has 2) to cast Bigby's Hand. He will use the "Clenched Fist" attack option (12d8 damage at 9th level): 39 attack roll for force damage of 46
Gandolph will then use action surge to cast scorching ray with a 4th level spell slot:
Ray #1 : attack roll 34 for fire damage of 4 -- Ray #2 : attack roll 30 for fire damage of 7 -- Ray #3 : attack roll 41 for fire damage of 10 -- Ray #4 : attack roll 31 for fire damage of 10 -- Ray #5 : attack roll 33 for fire damage of 5
Gandolph previously had activated the blink spell (as mentioned in the preps) and here is his blink roll: 13 Gandolph does NOT disappear
Also just noticed that the one of the scorching rays was a crit so here is the extra damage: 7
Lot's of stuff ...
Fred's wisdom save (as an ancient gold dragon) (also because of his size and special considerations for positioning I am NOT assuming he was close enough to Jown to get the +7 save buff): 10 (raw d20 roll) +3 (will only save if nat 20 so Fred will use one of the dragon's legendary saves unless the nat 20 happened)
Lot's of stuff ...
Fred will use the ancient gold dragon frightful presence to attempt to frighten the wendigo for 1 minute; dc 24 wisdom save; and then attack with one bite and two claw attacks:
Bite attack: Attack: 23 Damage: Unable to parse dice roll. piercing damage
Claw attack 1: Attack: 33 Damage: 18; Claw attack 2: Attack: 36 Damage: 15; slashing damage
Lot's of stuff ...
Gandolph ... casts a spell, targetting the wendigo and slamming it with a powerful fist, for damage. He then casts a second spell, sending several rays of fire in to also strike the creature.
Sorumar ... misses his first strike, but lays into the wendigo with the remaining ones.
fred ... the Wendigo shrugs off the attempt to frighten it without any difficulty. (Immune to frightened.) Fred, in his dragon form, then bites the wendigo and claws him once, missing on the other claw attempt. The bite and claw attacks have no affect though. (Ancient dragon's natural weapons do not appear to be magical...)
Bone Spear: The Wendigo pulls out one of its many bone spurs and throws it like a spear at the gold dragon (fred). Ranged Weapon Attack: 23 to hit, reach 120 ft., one target. Hit: 31 piercing damage.
Amathile ... is frightened of the beast. Tosses javelins at it. The ones that do hit bounce off harmlessly, as they are not magical.
Bone Spear: The Wendigo pulls out one of its many bone spurs and throws it like a spear at Amathile . Ranged Weapon Attack: 18 to hit, reach 120 ft., one target. Hit: 21 piercing damage. If the struck target is frightened, this attack deals an additional 22 psychic damage."
Jown Sno ... creates a spiritual weapon, which strikes the wendigo for damage. He then slashes at it twice, missing once but hitting on the second strike, doing damage.
Qatyra ... sends two arrows at the beast, hitting twice.
save vs arrows: 20 and 25
Into the Shadows: The Wendigo casts invisibility on itself. This effect cannot be countered or dispelled by frightened creatures.
The Wendigo is now invisible.
Back to top of order. I need actions now from:
Six Coins ...
Raist ...
(OOC: you have it down to 35% of its current HP...)
[OOC: As a reaction could I have cast Counterspell as the Wendigo was casting Invisibility, or was it a natural ability it has? I would have cast it at 4th level.]
As long as the Wendigo is within 60' of Raist he can see it as he has truesight so he will target the creature with Disintegrate
Disintegrate 8th level: 93 Dex DC 27
No, it was a natural ability so no counterspell.
Still need action from Six Coins ...
Ok, so that sounds a lot like it was (at least originally) meant as a spell :)
[OOC: sigh, man I REALLY need to finish reading full sentences, though if I am not frightened by it can I still counterspell?]
Seems like we both need to read fully... lol. Yes you can counter it if you wish.
wendigo dex save: 31
The Wendigo targets Raist...
Bone Spear: The Wendigo pulls out one of its many bone spurs and throws it like a spear at a target within range. Ranged Weapon Attack: 25 to hit, reach 120 ft., one target. Hit: 25 piercing damage.
Then, on its normal turn...
The Wendigo strikes at Sorumar
Psychic Ambush: The Wendigo teleports adjacent to a target it can see and rakes it with its terrible claws that shred the mind. This effect ignores all movement-impairing conditions from non-Epic sources that affect the Wendigo. Melee Weapon Attack: 36 to hit, reach 10 ft., one target. Hit: 45 psychic damage. If a struck target is frightened, it is also knocked prone.
Gilra and Vaden are up.
Assuming that the invisibility was countered:
Six Coins moves away 20 ft further away from the Wendigo, then fires two arrows.
Attack: 22 Damage: 17
Attack: 24 Damage: 16
Sneak Attack: 30
If the Wendigo is still invisible Six Coins will just move and ready an action to fire when it appears.
Gandolph would Counterspell as well if he is able. Being an abjuration Wizard gives him special counterspell capabilities. Because of his Improved Abjuration ability he is able to add his proficiency (+8) to his spell casting ability (+10) when trying to counter a spell. So here is the counter attempt: 2 (raw D20) +8 +10 = 20
Lot's of stuff ...
Gandolph will use a lucky point in order to re-roll that counterspell attempt: 6 + 8 + 10 = 24
(OOC: Wow, two rolls and the best I can get is a 6)
Lot's of stuff ...
Gilra points his Rod of Resurrection at Sorumar and cast heal from it.
it is visible and you hit it with your two shots.
You heal him.
Vaden strikes with his spiritual weapon, then castsspirit guardians he moves in to get closer to the wendigo...
Spiritual dagger strike:
to hit: 21
Damage: 18
Spirit guardians damage: 33 radiant.
DC 26 to save for half.
Wendigo wis save: 27
The Wendigo strikes at Vaden...
Consume: The Wendigo moves up to its speed, unhinges its jaw and bites down with terrific force. Melee Weapon Attack: 29 to hit, reach 5 ft., one target. Hit 37 piercing damage. Critical Hit: 19-20.
At Raist again...
Bone Spear: The Wendigo pulls out one of its many bone spurs and throws it like a spear at a target within range.
Ranged Weapon Attack: 30 to hit, reach 120 ft., one target. Hit: 25 piercing damage.
Vaden concentration check: 24