Chapter 8: The Wormwrithings
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Hit Points 62/62 (7/10d6+20)
Speed 30 ft.
STR 10 (+0); DEX 10 (+0); CON 14 (+2); INT 12 (+1); WIS 12 (+1); CHA 20 (+5)
Saving Throws Con +6, Cha +9
Skills Arcana +5, Deception +9, History +5, Intimidation +9, Perception +5, Persuasion +9
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Dwarvish, Elvish, Goblin, Orc
Armor Proficiencies None
Weapon Proficiencies Daggers, darts, slings, quarterstaffs, light crossbows
Tool Proficiencies None
Fey Ancestry Advantage on saving throws against being charmed, and magic cannot put Hunter to sleep.
Daemonic Research Advantage on Intelligence (Arcana) checks regarding demons.
Tides of Chaos 0/1 long rest
Sorcery Points 3/10 long rest
Distant Spell 1 sorcery point to double range of spells, or extend touch spells to 30 ft.
Empowered Spell 1 sorcery point to reroll up to 5 damage dice for spells; can combine with other Metamagic.
Extended Spell 1 sorcery point to double duration of spells that are 1 minute or longer, up to 24 hours.
Spellcasting. Hunter is a 10th-level spellcaster. Her spellcasting ability is Charisma (save DC 17, +9 to hit with spell attacks). She knows the following sorcerer spells:
-- Cantrips (at will) Chill Touch, Mage Hand, Message, Mold Earth, Prestidigitation, Shocking Grasp
-- 1st level (3/4 slots) Catapult, Magic Missile, Shield
-- 2nd level (2/3 slots) Alter Self, Maximilian's Earthen Grasp
-- 3rd level (0/3 slots) Counterspell, Dispel Magic, Erupting Earth
-- 4th level (1/3 slots) Banishment
-- 5th level (0/2 slots) Synaptic Static, Wall of Stone
Actions:
-- Light Crossbow Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 1d8 piercing damage
-- Dagger (2) Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4 piercing damage.
-- Quarterstaff Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 bludgeoning damage, or 1d8 bludgeoning damage if used with two hands to make a melee attack.
Bonus Actions:
-- Creating Spell Slots Convert sorcery points into one spell slot (see chart)
-- Converting a Spell Slot to Sorcery Points Expend one spell slot to gain sorcery points equal to slot's level.
Reactions:
-- Bend Luck 2 sorcery points to roll 1d4 and apply as a bonus or penalty to any creature's attack roll, ability check, or saving throw.
Conditions None
Rolls
Chill Touch, Necrotic Damage (prevent HP gain until my next turn) - (1d20+9, 2d8)
1d20+9 : (2) + 9 = 11
2d8 : (78) = 15
Rolls
Javelin vs. beholder - (1d20+5, 1d6+1)
1d20+5 : (9) + 5 = 14
1d6+1 : (6) + 1 = 7
Javelin vs. minion - (1d20+5, 1d6+1)
1d20+5 : (2) + 5 = 7
1d6+1 : (4) + 1 = 5
Hunter casts her spell and a cold hand grabs for Shedrak, but a magical force interferes with her attack.
Elayna holds up a hand and summons a small bolt of fire, sending it at Shedrak before running to hide. He attack hits the wizard (21 vs AC. Damage: 5 fire)
Mai'ngor hurls a couple javelins, but both miss their mark.
Melpomene disappears from view as the spell takes effect.
Xeliss finds that her spell doesn't do anything at all, as the beholder is not a natural beast.
Shedrak: 10 damage taken, twenty feet above the floor, AC 15 (Mage Armor)
Karazikar: 0 damage taken, twenty feet above the floor
Karazikar: 0 damage taken, twenty feet above the floor
DC 16 CON save, or take 36 necrotic damage on a failed save. 18 damage on a success.
AC: 18
Conditions:
War Dance slots: 0/2
Action Surge: 1/1
Second Wind: 1/1
Minor Illusion: 0/1
Longstrider: 0/1
Misty Step: 0/1
Luck points: 0/3
Indomitable: 0/1
Rolls
DEX save - (1d20+5)
(1) + 5 = 6
CON save - (1d20+7)
(11) + 7 = 18
Rolls
WIS save if no Fey Ancestry - (1d20+1)
(18) + 1 = 19
Don't forget to take your actions after you resolve your saving throws!
Attack action: Two javelin throws vs. Karazikar
AC: 18
Conditions:
War Dance slots: 0/2
Action Surge: 1/1
Second Wind: 0/1
Minor Illusion: 0/1
Longstrider: 0/1
Misty Step: 0/1
Luck points: 0/3
Indomitable: 0/1
Rolls
Second Wind - (1d10+9)
(1) + 9 = 10
Javelin 1 - (1d20+5, 1d6+1)
1d20+5 : (5) + 5 = 10
1d6+1 : (6) + 1 = 7
Javelin 2 - (1d20+5, 1d6+1)
1d20+5 : (19) + 5 = 24
1d6+1 : (4) + 1 = 5
crit dmage - (1d6)
(1) = 1
Hit Points 62/62 (7/10d6+20)
Speed 30 ft.
STR 10 (+0); DEX 10 (+0); CON 14 (+2); INT 12 (+1); WIS 12 (+1); CHA 20 (+5)
Saving Throws Con +6, Cha +9
Skills Arcana +5, Deception +9, History +5, Intimidation +9, Perception +5, Persuasion +9
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Dwarvish, Elvish, Goblin, Orc
Armor Proficiencies None
Weapon Proficiencies Daggers, darts, slings, quarterstaffs, light crossbows
Tool Proficiencies None
Fey Ancestry Advantage on saving throws against being charmed, and magic cannot put Hunter to sleep.
Daemonic Research Advantage on Intelligence (Arcana) checks regarding demons.
Tides of Chaos 0/1 long rest
Sorcery Points 3/10 long rest
Distant Spell 1 sorcery point to double range of spells, or extend touch spells to 30 ft.
Empowered Spell 1 sorcery point to reroll up to 5 damage dice for spells; can combine with other Metamagic.
Extended Spell 1 sorcery point to double duration of spells that are 1 minute or longer, up to 24 hours.
Spellcasting. Hunter is a 10th-level spellcaster. Her spellcasting ability is Charisma (save DC 17, +9 to hit with spell attacks). She knows the following sorcerer spells:
-- Cantrips (at will) Chill Touch, Mage Hand, Message, Mold Earth, Prestidigitation, Shocking Grasp
-- 1st level (3/4 slots) Catapult, Magic Missile, Shield
-- 2nd level (2/3 slots) Alter Self, Maximilian's Earthen Grasp
-- 3rd level (0/3 slots) Counterspell, Dispel Magic, Erupting Earth
-- 4th level (1/3 slots) Banishment
-- 5th level (0/2 slots) Synaptic Static, Wall of Stone
Actions:
-- Light Crossbow Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 1d8 piercing damage
-- Dagger (2) Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4 piercing damage.
-- Quarterstaff Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 bludgeoning damage, or 1d8 bludgeoning damage if used with two hands to make a melee attack.
Bonus Actions:
-- Creating Spell Slots Convert sorcery points into one spell slot (see chart)
-- Converting a Spell Slot to Sorcery Points Expend one spell slot to gain sorcery points equal to slot's level.
Reactions:
-- Bend Luck 2 sorcery points to roll 1d4 and apply as a bonus or penalty to any creature's attack roll, ability check, or saving throw.
Conditions None
Rolls
Chill Touch, Necrotic Damage (prevent HP gain until my next turn) - (1d20+9, 2d8)
1d20+9 : (17) + 9 = 26
2d8 : (68) = 14
Rolls
Cure wounds (level 2) - (2d8+5)
(18) + 5 = 14
Hunter's spectral hand grabs hold of Shedrak and begins draining the life from him. He looks very weak, but still determined to help his master.
Melpomene rushes to Mai'ngor, heals his wounds as much as she can, and then rushes off to hide from the gaze of the beast.
Xeliss, feeling her magical power cut off from her, freezes, unsure what to do.
Elayna, seeing Hunter in dire straits, peeks out of hiding and launches a bolt of fire at Shedrak, but misses.
Sarith pulls out his hand crossbow and takes a shot at Shedrak, hitting the wizard in the side.
Shedrak: 31 damage taken, twenty feet above the floor, AC 15 (Mage Armor)
Karazikar: 6 damage taken, twenty feet above the floor
Karazikar responds to the attacks on him, firing a volley of eye rays at the party (Legendary Actions included)
--- Mai'ngor: Enervation Ray
--- Xeliss: Sleep Ray
--- Hunter: Disintegration Ray
--- Elayna: Telekinetic Ray
--- Sarith: Death Ray
Elayna somehow manages to escape the beholder's eye ray, diving behind an outcropping of rock.
Sarith manages to avoid the worst of the death ray, but looks quite shaken by the attack.
Karazikar: 6 damage taken, twenty feet above the floor