The creature turns towards Eithne, although only Taris can sense the creature's attention shifting. It lunges for her, clawing and biting with beast-like ferocity. Fangs sink into her neck and she feels her body grow weak as it drains blood from her (15 vs AC, 5 damage + 6 necrotic damage. Your max hp is reduced by 6 until you take a long rest). The creature grips onto her with its claws, but, fortunately, they sink into her armour and not flesh (9 vs AC).
Expedition: White Plume Mountain
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The creature turns towards Eithne, although only Taris can sense the creature's attention shifting. It lunges for her, clawing and biting with beast-like ferocity. Fangs sink into her neck and she feels her body grow weak as it drains blood from her (15 vs AC, 5 damage + 6 necrotic damage. Your max hp is reduced by 6 until you take a long rest). The creature grips onto her with its claws, but, fortunately, they sink into her armour and not flesh (9 vs AC).
Rolls
Battleaxe vs undead, Damage, Radiant Damage - (1d20+3, 1d8+1, 1d4)
1d20+3 : (12) + 3 = 15
1d8+1 : (6) + 1 = 7
1d4 : (1) = 1
Bonus attack, War Priest - (1d20+3, 1d8+1, 1d4)
1d20+3 : (13) + 3 = 16
1d8+1 : (8) + 1 = 9
1d4 : (3) = 3
2nd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)
Duration: Concentration, up to 1 minute
A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.
On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.
Rolls
Attack with Greatsword - (1d20+6, 1d20+6, 2d6+4)
1d20+6 : (4) + 6 = 10
1d20+6 : (17) + 6 = 23
2d6+4 : (13) + 4 = 8
Rerolling 1 on damage - (1d6)
(5) = 5
Rolls
Thrown Dagger Attack, Damage - (1d20+6, 1d4+4)
1d20+6 : (16) + 6 = 22
1d4+4 : (4) + 4 = 8
Hand Crossbow Attack, Damage - (1d20+6, 1d6+4)
1d20+6 : (9) + 6 = 15
1d6+4 : (2) + 4 = 6
Bless
Casting Time: 1 action
Range: 30'
Components: V, S, M (holy water)
Duration: Concentration, up to 1 minute
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
(multiple edits to fix my sloppy text formatting)
Rolls
Guiding bolt attack, radiant damage on hit - (1d20+5, 4d6)
1d20+5 : (17) + 5 = 22
4d6 : (6536) = 20
Tolvaj stabs and shoots it again as it screams, the sound making it easier to aim the attacks. Ohica, then launches a Guiding Bolt at the creature that strikes it square in the torso. It staggers backwards, then, everyone feels as if a stiff wind whips up around them. As this happens Taris senses the creature move very swiftly past everyone and down the hallway towards the boiling mud room.
Rolls
Attack! - (1d20+6, 1d20+6, 2d6+4)
1d20+6 : (18) + 6 = 24
1d20+6 : (9) + 6 = 15
2d6+4 : (46) + 4 = 14
If I can't catch up I will draw and throw a Javelin
Rolls
Attack if I can catch up - (1d20+6, 2d6+4)
1d20+6 : (8) + 6 = 14
2d6+4 : (16) + 4 = 11
reroll 1 on damage - (1d6)
(4) = 4
Javelin Attack if I can't catch it - (1d20+6, 1d6+4)
1d20+6 : (9) + 6 = 15
1d6+4 : (6) + 4 = 10
Bless roll! - (1d4)
(2) = 2
Rolls
Perception - (1d20+3)
(3) + 3 = 6
I debated trying to Turn Undead before attacking. Ah, well. It's gone gaseous or turned into a bat or something. I suppose we might still get an attack on it if we're fast enough, before it flies across the mud room. Otherwise we'll just be waiting for the darkness to subside.
Ohica races after the mist cloud, reaching the door as it does.
The priest then summons heavenly radiant Sacred Flame from above, attempting to engulf the mist.
Rolls
Sacred Flame - (1d8)
(2) = 2
-The beam is a " 5-foot radius, 40-foot-high cylinder."
-"On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction."
Rolls
Radiant Damage - (2d10)
(99) = 18