Act I-I: The Village of Mayfield
Action: summon beast (stop concentrating on spike grow)
BA: bear totem (location I8)
Each PC get 13 temp HP!
Summoned creature: move to I6 and attack necr. with multi attack (It obeys verbal commands (no action required by you))
Since the spell allows player to choose appearance I choose it to be like Tasmanian devil
Casting at lvl 4 it has
HP:40
AC:15
Speed 30 ft.; climb 30 ft.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Multiattack. Two attacks: The beast makes a number of attacks equal to half this spell’s level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level piercing damage.
+9 to hit; 1d8+8 piercing damage
1 action
Range/Area:
90ft.
Components:
V, S, M(a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp)
Duration:
Concentration, up to 1 hour
Source:
TCoE, pg. 109
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
Rolls
Summoned beast attack1 - (1d20+9)
(9) + 9 = 18
Potential damage 1 - (1d8+8)
(5) + 8 = 13
Summoned beast attack2 - (1d20+9)
(7) + 9 = 16
Potential damage 2 - (1d8+8)
(2) + 8 = 10
Range: self
Components: S
Duration: 1 minute
You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration. Your walking speed increases by 10 feet.
You don't provoke opportunity attacks.
You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.
Rolls
Thunder Gauntlets - Attack - (1d20+8)
(2) + 8 = 10
Thunder Gauntlets - Damage - (1d8+5)
(8) + 5 = 13
Thunder Gauntlets - Attack - (1d20+8)
(2) + 8 = 10
Thunder Gauntlets - Damage - (1d8+5)
(5) + 5 = 10
Rolls
Wisdom Save vs Frightened - (1d20+7)
(3) + 7 = 10
Leif makes a fist crackling with energy and attempts to strike at the ghost that attacked him. However, the gauntlet does not connect - his fist completely phases through the ethereal spirit! He moves away to strike at the next spirit, but finds that it has been sent back to eternal rest by Talyn's precautionary protection.
The necromancer calls out, his voice carries notes of frustration and jest. "My my! Such a sedimentary bunch! And my, such a lovely pet you've sent to play with me!"
He raises a hand and shouts in a black tongue as he tries to lay a hand on the bear. He however curses as the bear snarls loudly and, for a moment, the necromancer loses that grim facade on his face as he looks more like a sane human. Unfortunately, the book returns to him and he looks painted as he's pulled back into control. In response to one of his spirits being banished, he snaps his fingers and he disappears in a black cloud before reappearing several yards away.
"Don't get too happy now! Dusting one spirit is nothing compared to the forces that I'll raise here this night!"
The risen farmers, eying the living flesh that has come to them, shamble closer. The first one moves up to Leif and attempts to grapple him! (Leif needs to make a DC 16 Strength save or become grappled)
The other moves closer, staring mindlessly towards the party.
>> Round 2: G'nark is up again
15 Necromancer | 39 -> ??? HP, 17 AC
10 Talyn Vrinn |
10 Returned Spirits | dead, 22/36 HP, AC 13
6 Prusx |
5 Leif Greenbottle |
1 Risen Farmers | 64/90, 87/90 HP, AC 13
Typically these enemy types would be fought alone, but with spell points being a rule in place, he's gonna need all the help he can get.
One of the big things to keep in mind with Solo enemies is that they have access to "paragon actions." They could be called akin to legendary actions. With a paragon action, a Solo can perform any sort of action: move, attack, cast, etc. These can be performed only outside of their turn, so basically after an ally's turn or one of your turns.
As an additional word of warning: each time they perform any form of paragon action, they may reroll a save should they have any ongoing effect on them, along with their reactions. For now, the max any can perform is 3 (party - 1) since Kirin is MIA.
Elites follow the same as above, but only get 1 paragon action no matter what.
As a final note, Solos have interesting things happen when they reach 66% and 33% of their HP
Rolls
Deathly Rebuke - (1d20+8)
(1) + 8 = 9
Z2 Wisdom save - (1d20+3)
(17) + 3 = 20
Spirit Guardian Damage Halved - ((3d8)/2)
(122) + 2 = 7
Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
Rolls
Guiding Bolt attack - (1d20+7)
(8) + 7 = 15
Guiding Bolt Damage (radiant) - (5d6)
(55151) = 17
Though, it does say so long as it's not their turn. Plus, I'd say it's more prudent to refresh them after his turn.
The Necromancer sneers as he begins to chant. Umbral energy coalesces in his free hand as he points a shadowy ball at the clustered party. Before unleashing it, he shouts, "Tsk tsk tsk! I must say: I expected more from you lot. Now join my army of undead!"
Everyone needs to make a reflex save (DC 16) versus his Necrotic Blast. Fail: 42 necrotic damage, Save: 21 necrotic damage
Talyn is up!
15 Necromancer | 39 -> ??? HP, 17 AC
10 Talyn Vrinn | <<
10 Returned Spirits | dead, 22/36 HP, AC 13
6 Prusx |
5 Leif Greenbottle |
1 Risen Farmers | 47/90, 87/90 HP, AC 13
Typically these enemy types would be fought alone, but with spell points being a rule in place, he's gonna need all the help he can get.
One of the big things to keep in mind with Solo enemies is that they have access to "paragon actions." They could be called akin to legendary actions. With a paragon action, a Solo can perform any sort of action: move, attack, cast, etc. These can be performed only outside of their turn, so basically after an ally's turn or one of your turns.
As an additional word of warning: each time they perform any form of paragon action, they may reroll a save should they have any ongoing effect on them, along with their reactions. For now, the max any can perform is 3 (party - 1) since Kirin is MIA.
Elites follow the same as above, but only get 1 paragon action no matter what.
As a final note, Solos have interesting things happen when they reach 66% and 33% of their HP
Rolls
Dex - Save - (1d20+1)
(5) + 1 = 6
"Ssussun afya!"
With very little of his necrosis healed, he extended a flaming hand and plunging the spirit and zombie nearest him into the fires of purification!
"Fetear reibe!"
He stumbled back a step as the injuries from the malignant energies made him unsteady on his feet, and he hoped blocking the necromancer from seeing them might prevent further immediate attacks.
Bonus action: Spending 4 uses of Healing Light to regain 11 HP for a total of 14/51 HP.
Action: Casting
Move: H11.
Rolls
Dex save - (1d20+3)
(3) + 3 = 6
Healing Light - (4d6)
(2612) = 11
Wall of Fire - (5d8+4)
(66347) + 4 = 30
Range: point 90 feet
Components: SV
Duration: instant
['You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.']
Rolls
necromancer umodded con save DC17 - (1d20)
(4) = 4