Raccoon Fight!
Be sure to read and follow the guidelines for our forums.
Albino Group
Carlin
Large Group
Gangly Group
Chuton
The albino raccoon leaps first, leading his family of mottled fur to swarm over Chuton. They take to biting his ankles and clawing his arms with reckless abandon.
Rolls
Initiative 1 - (1d20)
(12) = 12
Initiative 2 - (1d20)
(7) = 7
Initiative 3 - (1d20)
(17) = 17
Attack - (1d20+2)
(4) + 2 = 6
Damage - (2d6)
(13) = 4
The third group, led by a rotund raccoon, does its best to help the first against the big man with the sword, but likewise find no purchase in his hide for their teeth.
All are chattering. It sounds like there's a rhythm to the noise.
Rolls
Attack - (1d20+2)
(5) + 2 = 7
Damage - (2d6)
(61) = 7
Hit Points 25/25 (3/3d10+3)
Speed 30 ft.
STR 18 (+4); DEX 9 (-1); CON 13 (+1); INT 9 (-1); WIS 13 (+1); CHA 12 (+1)
Saving Throws Str +6, Con +3
Skills Athletics +6, Insight +3, Intimidation +3, Perception +3
Damage Resistances Fire
Senses Passive Perception 12
Languages Common, Draconic, Goblin, Orc
Fire Breath 1/rest, 15 ft. cone, 2d6 fire damage, DEX save DC 11 for half.
Great Weapon Fighting Can reroll 1 or 2 on a damage die for melee attacks with two-handed weapons
Second Wind 1d10+3 HP/rest
Action Surge 1/rest
Improved Critical Score a critical hit on a roll of 19 or 20.
Conditions None
Rolls
Greatsword, Slashing Damage - (1d20+7, 2d6+5)
1d20+7 : (20) + 7 = 27
2d6+5 : (42) + 5 = 11
Great Weapon Fighting reroll for [2] - (1d6)
(5) = 5
Critical Hit damage - (2d6)
(24) = 6
Great Weapon Fighting reroll for [2] - (1d6)
(1) = 1
Rolls
Attack - (1d20+2)
(5) + 2 = 7
Damage - (1d6)
(4) = 4
Rolls
magic missile, 2nd level - (1d4+1, 1d4+1, 1d4+1, 1d4+1)
1d4+1 : (2) + 1 = 3
1d4+1 : (4) + 1 = 5
1d4+1 : (2) + 1 = 3
1d4+1 : (2) + 1 = 3
The portly raccoons carry on the screaming at Carlin, before as a mass trying to hold Chuton down. Less coordinated than their fallen partners, the rear ones jump first, and trip up all of them.
The skinnier group reaches the upper branches of the tree they were climbing, and prepare to jump at the witch.
Edit: Nevermind then...
Rolls
Grapple - (1d20-1)
(2) - 1 = 1
Rolls
Athletics to resist Grapple - (1d20+6)
(16) + 6 = 22
Greatsword, Slashing Damage - (1d20+7, 2d6+5)
1d20+7 : (18) + 7 = 25
2d6+5 : (46) + 5 = 15
Rolls
Perception - (1d20+3)
(16) + 3 = 19
Rolls
magic missile, 2nd level - (1d4+1, 1d4+1, 1d4+1, 1d4+1)
1d4+1 : (4) + 1 = 5
1d4+1 : (3) + 1 = 4
1d4+1 : (2) + 1 = 3
1d4+1 : (3) + 1 = 4
Perception - (1d20)
(13) = 13
Rolls
Grapple - (1d20-1)
(11) - 1 = 10
Rolls
Opposed Athletics - (1d20+6)
(6) + 6 = 12
Rolls
Grapple - (1d20-1)
(20) - 1 = 19
Rolls
Acrobatics - (1d20+3)
(17) + 3 = 20
Rolls
Fall Damage - (3d6)
(634) = 13
Without looking to see if the non-raccoons or black liquid are affected, Chuton disengages from the battle and begins to head towards town.
Second action, Disengage, and full movement to leave.
Hit Points 25/25 (3/3d10+3)
Speed 30 ft.
STR 18 (+4); DEX 9 (-1); CON 13 (+1); INT 9 (-1); WIS 13 (+1); CHA 12 (+1)
Saving Throws Str +6, Con +3
Skills Athletics +6, Insight +3, Intimidation +3, Perception +3
Damage Resistances Fire
Senses Passive Perception 12
Languages Common, Draconic, Goblin, Orc
Fire Breath 0/1 rest, 15 ft. cone, 2d6 fire damage, DEX save DC 11 for half.
Great Weapon Fighting Can reroll 1 or 2 on a damage die for melee attacks with two-handed weapons
Second Wind 1/1d10+3 HP rest
Action Surge 0/1 rest
Improved Critical Score a critical hit on a roll of 19 or 20.
Conditions None
Rolls
Breath Weapon Fire Damage (Dex Save DC 11 for half) - (2d6)
(52) = 7
The only ones that manage to escape the fiery blast are, surprisingly, the large raccoons. jumping higher than should be feasible, some of them manage to grab low hanging branches to escape. The others fall back into the flames, quickly burning.
The lanky raccoons, having not recovered from their fall, are not so lucky, and end up a quivering, burning mess on the ground.
The black ball of liquid falls to the ground, having made no obvious attempt to dodge, and showing no signs of discouragement.
More black liquid from the dead raccoons, still pooling on the ground near them.
Rolls
Dex Save Globe - (1d20-1)
(11) - 1 = 10
Dex Save Fatcoons - (1d20)
(17) = 17
Dex save Fallcoons - (1d20)
(9) = 9
Rolls
magic missile, 1st level - (1d4+1, 1d4+1, 1d4+1)
1d4+1 : (3) + 1 = 4
1d4+1 : (2) + 1 = 3
1d4+1 : (1) + 1 = 2
Chuton's turn though.
Rolls
Black Net - (3d6)
(624) = 12
Rolls
dex save - (1d20+3)
(15) + 3 = 18