Expedition: White Plume Mountain
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Rolls
Wisdom Saving Throw - (1d20+1)
(3) + 1 = 4
Ugh!
Rolls
Wisdom Save - (1d20+4)
(2) + 4 = 6
Rolls
Athletics - (1d20+1)
(1) + 1 = 2
Rolls
Wisdom Saving Throw - (1d20+1)
(12) + 1 = 13
Rolls
Athletics - (1d20+6)
(18) + 6 = 24
Wisdom Save - (1d20+4)
(1) + 4 = 5
Large beast, unaligned
Armor Class 11
Hit Points 52 (8d10 + 8)
Speed 10ft., swim 60ft.
STR 17 (+3); DEX 13 (+1); CON 13 (+1); INT, WIS & CHA are Eithne's
Skills Perception +4, Stealth +5
Senses darkvision 60ft., passive Perception 14
Challenge 1
Hold Breath: While out of water, the octopus can hold its breath for 1 hour.
Underwater Camouflage: The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing: The octopus can breathe only underwater.
Tentacles: Melee Weapon Attack: +5 to hit, reach 15 ft., one target.
Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.
Ink Cloud: (Recharges after a Short or Long Rest). A 20-foot radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Rolls
Stealth - (1d20+5)
(20) + 5 = 25
Seeing the drow hesitate, Boide mutters to Tolvaj, "I hope this works. Get ready, elf."
"In the name of Clangeddin Silverbeard," he intones quietly in prayer, then his voice booms with divine power as he issues the Command, "Approach!"
As Taris sinks, the kelpies race for him, their fins pushing them through the water while they reach with their arms for him, fingers waggling to draw arcane signs as they move. The seaweed below Taris, that the now-octopus Ethine has hidden herself within, reaches up for the sinking paladin, and grasps him. Amongst the grasping weeds are a few octopus tentacles, nearly indistinguishable from them.
The kelpies, backlit by Boide's glowing lead discs, suddenly feel a compulsion to surface and suddenly shoot upwards, streaking over Taris. They burst from the water right at the edge in front of Boide as he grips the hammer...
Rolls
Kelpie 1 Save - (1d20)
(2) = 2
Kelpie 2 Save - (1d20)
(9) = 9
Rolls
Athletics - (1d20+3)
(9) + 3 = 12
As he strikes, Boide mutters a quick prayer for Clangeddin's assistance, drawing a Spiritual Weapon opposite his target. The cleric hopes the Silverbeard forgives him for summoning a spectral hammer matching the appearance of Whelm, in order to achieve the effect of two hammers smashing something in-between.
Rolls
Whelm vs Kelpie, Damage - (1d20+5, 1d8+3)
1d20+5 : (12) + 5 = 17
1d8+3 : (7) + 3 = 10
Spiritual Weapon vs Kelpie, Damage - (1d20+5, 1d8+3)
1d20+5 : (10) + 5 = 15
1d8+3 : (6) + 3 = 9
Rolls
Short Sword Attack / Damage - (1d20+6, 1d6+4)
1d20+6 : (18) + 6 = 24
1d6+4 : (3) + 4 = 7
Hand Crossbow Attack / Damage - (1d20+6, 1d6+4)
1d20+6 : (13) + 6 = 19
1d6+4 : (5) + 4 = 9
Tolvaj's brutal stab takes the kelpie in the side of the neck, and his bolt sinks into her shoulder. She, like her sister, lets out a scream and dives below the water. She struggles to tear the bolt from her shoulder, slowly sinking towards the bottom of the pool as she does so.
Suddenly, the spell on Taris fails and his senses return to him. He barely prevents himself from breathing in a mouthful of water, and begins to struggle against the restraining seaweed. With the help of an octopus, he tears free and the two surface.
Rolls
Spiritual Weapon vs Kelpie, Damage - (1d20+5, 1d8+3)
1d20+5 : (15) + 5 = 20
1d8+3 : (2) + 3 = 5
Rolls
Athletics - (1d20+6)
(3) + 6 = 9