[5e]Caster's lightning boss fight: First four builds accepted (Inactive)

Game Master caster4life

Level 16 party fights CR 18 encounter. Just the fight. Just for fun.

Boss map


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You've wandered through this cursed temple with little resistance along the way. Just snakes. Lots and lots of snakes. You've dispatched them easily enough but their writhing, desperate to bite you, is unnerving. You find yourself in a hallway outside some jade stone doors. Suddenly, you hear a noise behind you. The stone ceiling of the hallway behind you is crashing down, the sections furthest from you falling first. What do you do?

You can do whatever you want this round. The first thing you'll need to do next round is go through the jade doors. I'll provide a map once you open them.


HP 67 (67) | AC: 26/29; T: 11; FF: 25/28 | Init +2 | Fort +11; Ref +6; Will +12 Current Spell Effects: Extended Barkskin (CL 7; 140 min), Magic Vestment (CL 7; 7 hours), Ant Haul (CL 7; 21 hours)

...---...


High Elf Mystic 16 | Temp HP: 5; HP: 62/131 | AC: 22 | Init: +5 | Saves: Str: +1; Dex: +6; Con: +3; Int: +11; Wis: +6; Cha: +0

"Ready?" Jovii asks telepathically so as not to give them away, twirling his glowing sword in his right hand.
Strong, feathered wings sprout from his back nonchalantly, and after a few test flaps, he feels lighter and more confident.

Spending 5 psi points this round on Bestial Form, Flight to gain a fly speed. I spent my 5k gold on a Sunblade, if that's OK. DMG says rare items are worth up to 5000. If that's not ok, I'll just find a potion I like instead.

Abilitiy details:
Ahead of time prep:
1)Using 'Psionic Mastery' (gain 11 psi points) to activate 'Danger Sense', Bestial Form (Tough Hide+Perfect Senses).

Danger Sense: 8 hrs (conc.)
Until your concentration ends, you can't be surprised, attack rolls against you can't gain advantage, and you gain a +10 bonus to initiative.

Tough Hide: +2 to AC, 1 hr
Perfect Senses: See can see creatures & objects w/in 10 feet of you even if you're blinded, 1 hr


HP 67 (67) | AC: 26/29; T: 11; FF: 25/28 | Init +2 | Fort +11; Ref +6; Will +12 Current Spell Effects: Extended Barkskin (CL 7; 140 min), Magic Vestment (CL 7; 7 hours), Ant Haul (CL 7; 21 hours)

"Indeed." rumbles Bastion in a low voice. He then opens the doors and moves inside.


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Sorry, no purchasing magic items besides healing potions. As I understand, 5e only allows purchasing magic items under specific circumstances. Poisons are fine to purchase, if you want something to throw gold at. Also Jovii, if you could put some stats in your header, that would make this faster for me.

You walk into a dimly lit chamber and you see bluish-greenish pools in a pattern all across it. Near you, you see a huge creature with many serpentine heads which all turn and hiss at you.

DC 25 Arcana:

This is a Yuan-ti Anathema. You may look up its stats.

Init Jovii: 1d20 + 15 ⇒ (16) + 15 = 31
Init Jovii: 1d20 + 15 ⇒ (16) + 15 = 31
Init Bastion: 1d20 + 5 ⇒ (9) + 5 = 14
Init ?: 1d20 + 1 ⇒ (17) + 1 = 18

Init order: Jovi
?
Bastion

Go if you are bold. Map in my header.


High Elf Mystic 16 | Temp HP: 5; HP: 62/131 | AC: 22 | Init: +5 | Saves: Str: +1; Dex: +6; Con: +3; Int: +11; Wis: +6; Cha: +0

Arcana: 1d20 + 5 + 5 ⇒ (9) + 5 + 5 = 19 Fail.
'What ARE you...?' Jovii thinks at the thing, more startled than he'd like to admit at its appearance.

Opening his mind, Jovii examines the creature's aura...
Bonus Action: activate 'Aura Sight' for 2 psi points, telling me its current hit point total and all its immunities, resistances, and vulnerabilities.


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Jovii's aura sight results:

HP 189
Immune: Poison and poisoned
Resist: Acid, fire, lightning


High Elf Mystic 16 | Temp HP: 5; HP: 62/131 | AC: 22 | Init: +5 | Saves: Str: +1; Dex: +6; Con: +3; Int: +11; Wis: +6; Cha: +0

"Ice it is then," Jovii whispers, taking flight and putting some additional space between himself and the beast. "And your sword should find good use, Bastion!" he calls back to his partner.

As he moves, a quick glance towards the Snake-Monster summons a beam of frost and ice that races towards its target.

Energy Beam, Cold: 3d8 + 5 ⇒ (2, 1, 5) + 5 = 13
Dex Save for no damage; DC 18

Hey Caster, can you open the map for edits? I'd like to move quite a bit to the left.


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How's that? Can you move now?

The abominable creature attempts to dodge Jovii's energy beam

Dex save 1: 1d20 + 1 ⇒ (17) + 1 = 18
Dex save 2: 1d20 + 1 ⇒ (15) + 1 = 16

and succeeds, taking no damage.


High Elf Mystic 16 | Temp HP: 5; HP: 62/131 | AC: 22 | Init: +5 | Saves: Str: +1; Dex: +6; Con: +3; Int: +11; Wis: +6; Cha: +0

I...thought I could? I used a bonus action on the aura, an action on the energy beam, and I thought I could move too, but I'll admit my grasp of the 5e rules is okay at best


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You definitely still have your movement left. Sorry. My question was to whether or no you could move on the google slides. I'll move you and get on with the fight. Let me know if you guys can move yourselves on the map now.

The hideous snake heads look at Jovii balefully, seeking revenge for his attack. The arms of the creature wave in the air, holding up a caterpillar cocoon and pronouncing words in some foul language.

Wisdom save: 1d20 + 5 ⇒ (17) + 5 = 22

But Jovii shakes off the foul creature's spell. Hissing in frustration, it slithers across the floor and over the strangely-colored pools.

Bastion up.


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Jovii, you may also take your turn as you will be going before the boss goes again.


HP 67 (67) | AC: 26/29; T: 11; FF: 25/28 | Init +2 | Fort +11; Ref +6; Will +12 Current Spell Effects: Extended Barkskin (CL 7; 140 min), Magic Vestment (CL 7; 7 hours), Ant Haul (CL 7; 21 hours)

Incapable of fear, Bastion stalks forward, blade flashing as he attacks the creature.

Attack Rolls: 1d20 + 11 ⇒ (4) + 11 = 151d20 + 11 ⇒ (18) + 11 = 291d20 + 11 ⇒ (13) + 11 = 24
Damage Rolls: 1d8 + 7 ⇒ (4) + 7 = 111d8 + 7 ⇒ (4) + 7 = 111d8 + 7 ⇒ (3) + 7 = 10

Still not quite done, Bastion steps back, then forward and launches another set of attacks against it.

Action Surge Attack Rolls: 1d20 + 11 ⇒ (7) + 11 = 181d20 + 11 ⇒ (1) + 11 = 121d20 + 11 ⇒ (8) + 11 = 19
Damage Rolls: 1d8 + 7 ⇒ (1) + 7 = 81d8 + 7 ⇒ (4) + 7 = 111d8 + 7 ⇒ (6) + 7 = 13


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Bastion, if you look at the map, you can't reach the creature with a single 40 ft move given that you have to walk around the strange pools. Also, how do you have a 40 ft move speed?


HP 67 (67) | AC: 26/29; T: 11; FF: 25/28 | Init +2 | Fort +11; Ref +6; Will +12 Current Spell Effects: Extended Barkskin (CL 7; 140 min), Magic Vestment (CL 7; 7 hours), Ant Haul (CL 7; 21 hours)

From where you put me on the edge of the map, I count 8 squares to the boss, as diagonals don't double every other diagonal as in Pathfinder. You are correct, however, that I shouldn't have a 30' speed. I think it was an artifact of an item that I selected that I didn't end up keeping. I have corrected the issue. I'll just double move and hold off on attacking until next round.


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You are right about 40 ft. My map wasn't loading properly at home and I couldn't remember if there were any pools blocking you from moving diagonally. All right, you're good now. Jovii up.


High Elf Mystic 16 | Temp HP: 5; HP: 62/131 | AC: 22 | Init: +5 | Saves: Str: +1; Dex: +6; Con: +3; Int: +11; Wis: +6; Cha: +0

Suffusing his body with power from his mind, Jovii allows his form to strengthen and grow until he equaled the Snake-Thing in size. The thing had easily dodged his spell and likely had a strong mind if its first instinct was to cast in return; perhaps it would be easier to batter the beast with his blade instead.

Flapping forward and swinging around from the side on his now-gigantic wings, Jovii brings his sword round at the Snake as it sizzles with psionic energy.

Attack: 1d20 + 10 ⇒ (18) + 10 = 28
Damage, Piercing: 1d6 + 5 ⇒ (3) + 5 = 8
Damage, Psychic: 2d8 ⇒ (5, 7) = 12
Damage, Bludgeoning: 2d6 ⇒ (5, 4) = 9

Details:
Bonus Action: activating Giant Form discipline (concentration, 1 hr.). +10 ft reach, 30 temp HP, size becomes huge, melee weapons deal an extra 2d6 bludgeoning.

This ends the 'Danger Sense' discipline.)


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The creature snarls in pain, enraged at both of its opponents. It holds up a small, reddish organ of some sort and hisses at the too of you. You recognize the object to be the heart of a hen and fear begins overwhelming your minds.

Jovii save: 1d20 + 5 ⇒ (17) + 5 = 22
Bastion save: 1d20 + 2 ⇒ (15) + 2 = 17
Dang it, you guys! Stop rolling so high on your saves! XD Jovii was supposed to be a slug already.

DC 20 perception:

The pool's both Jovii and Bastion ended their turn near are now bubbling vigorously, as marked on the map.

Monster stats for me: No peek:

160/189

Bastion up.


High Elf Mystic 16 | Temp HP: 5; HP: 62/131 | AC: 22 | Init: +5 | Saves: Str: +1; Dex: +6; Con: +3; Int: +11; Wis: +6; Cha: +0

Perception: 1d20 + 5 ⇒ (20) + 5 = 25
I'm flying, not standing, so far.


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Gotcha. It doesn't make a difference for activating the pools but it does for moving over them.


HP 67 (67) | AC: 26/29; T: 11; FF: 25/28 | Init +2 | Fort +11; Ref +6; Will +12 Current Spell Effects: Extended Barkskin (CL 7; 140 min), Magic Vestment (CL 7; 7 hours), Ant Haul (CL 7; 21 hours)

Perception: 1d20 + 6 ⇒ (14) + 6 = 20

Sparing the briefest of moments to the pool behind him, Bastion turns his attention back to the creature and unloads attacks on it.

Did you want me to roll my attacks again, or just keep the ones above?


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Keeping the ones above is fine.

Bastion hacks with unnatural speed at the creature, striking it hard four times. The creature reels back in anger and pain.

The bubbling pools erupt with a geyser of bluish-greenish liquid, spraying droplets up to the ceiling and in a shower 10 feet around each of the activated pools. The creature hisses in pleasure as Bastion and Jovii wince.

Poison damage for both: 2d8 ⇒ (6, 2) = 8

Jovii con save: 1d20 + 2 ⇒ (14) + 2 = 16
Bastion con save: 1d20 + 11 ⇒ (12) + 11 = 23

Jovii is poisoned until the end of next round. Both take full damage.

Now that they know what they are looking for, the odd pair of mind and metal have no difficulty noticing that the pools near Jovii begin bubbling as well, as marked on the map.

It's interesting that warforged aren't immune to poison. Seems weird. Jovii up.

Monster HP:

118/189


High Elf Mystic 16 | Temp HP: 5; HP: 62/131 | AC: 22 | Init: +5 | Saves: Str: +1; Dex: +6; Con: +3; Int: +11; Wis: +6; Cha: +0

Jovii flaps his wings and moves against the far wall, removing himself from the immediate issue of the pools under him. Once there, he concentrates, hardening his body against further attacks and swinging his sword again, despite feeling the effects of the poison weaken his arms.

Attack(dadv): 1d20 + 10 ⇒ (12) + 10 = 22
Attack(dadv): 1d20 + 10 ⇒ (13) + 10 = 23
Damage, Piercing: 1d6 + 5 ⇒ (3) + 5 = 8
Damage, Psionic: 2d8 ⇒ (4, 1) = 5
Damage, Bludgeoning: 2d6 ⇒ (6, 3) = 9

Details:
Bonus Action: Switching my Focus to Iron Durability for +1 to AC. Moving up. Action to attack.

My read of the poison effect was that this is the only round that I'm affected. If I'm misinterpreting that I'll use my action to remove the poisoned condition instead.


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Jovii, not sure where you mean to move to. North wall? West wall behind Bastion? I moved you to the west wall assuming you didn't want to provoke an AoO but still wanted to be away from the bubbling pools in the middle and this is the only way to do it. Let me know if I misunderstood.

The creature hisses in pain and throws its magic against the walls of your minds once more.

Jovii wis save: 1d20 + 5 ⇒ (16) + 5 = 21
Bastion wis save: 1d20 + 2 ⇒ (10) + 2 = 12

Fear overwhelms Bastion's mind, driving him with a desperate need to escape.

Bastion, care to use an indomitable? Otherwise, you're under the effect of the "fear" spell.

Monster HP:

96/189


High Elf Mystic 16 | Temp HP: 5; HP: 62/131 | AC: 22 | Init: +5 | Saves: Str: +1; Dex: +6; Con: +3; Int: +11; Wis: +6; Cha: +0

North, sorry. Moved on the map. I believe I was 15 feet away before, and should be 15 feet away from it now, so I think I'm OK? If not, feel free to roll the attack.


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Ok, interesting choice. Bastion up.


High Elf Mystic 16 | Temp HP: 5; HP: 62/131 | AC: 22 | Init: +5 | Saves: Str: +1; Dex: +6; Con: +3; Int: +11; Wis: +6; Cha: +0

Well, I'm not standing in a pool of acid, and I've left space for Bastion to get around the far side. Seems comfortable enough....for now :D


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Yeah but those pools you're near are about to spray since you've been hanging out over them. I thought you were going to move to the west wall to be out of the way. No big deal. The poison effect is not that strong.


High Elf Mystic 16 | Temp HP: 5; HP: 62/131 | AC: 22 | Init: +5 | Saves: Str: +1; Dex: +6; Con: +3; Int: +11; Wis: +6; Cha: +0

Ohhhh, gotcha. I'll keep the action just the same. Good to know though...


HP 67 (67) | AC: 26/29; T: 11; FF: 25/28 | Init +2 | Fort +11; Ref +6; Will +12 Current Spell Effects: Extended Barkskin (CL 7; 140 min), Magic Vestment (CL 7; 7 hours), Ant Haul (CL 7; 21 hours)

Yes, I'll go ahead and use Indomitable.

Wisdom Save: 1d20 + 2 ⇒ (20) + 2 = 22

As the fear wave washes over him, Bastion chuckles and stands his ground, saying "The lord of war has made me his vessel. I do not suffer fear."

He will then smash the creature again.

Attack Rolls: 1d20 + 11 ⇒ (8) + 11 = 191d20 + 11 ⇒ (11) + 11 = 221d20 + 11 ⇒ (20) + 11 = 31
Damage Rolls: 1d8 + 7 ⇒ (1) + 7 = 81d8 + 7 ⇒ (2) + 7 = 91d8 + 7 ⇒ (3) + 7 = 10

Crit Damage: 1d8 ⇒ 7


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The creature rears back in pain, uttering the closest thing to a howl that a hissing creature can produce. But the bubbling pools around it erupt again.

Poison damage to Bastion: 2d8 ⇒ (1, 8) = 9
Poison damage from first pool to Jovii: 2d8 ⇒ (1, 8) = 9
Poison damage from second pool to Jovii: 2d8 ⇒ (4, 6) = 10

Con save Bastion: 1d20 + 11 ⇒ (15) + 11 = 26
Con save 1 Jovii: 1d20 + 2 ⇒ (17) + 2 = 19
Con save 2 Jovii: 1d20 + 2 ⇒ (10) + 2 = 12

Jovii is poisoned again. Also, it is Jovii's turn. I'm marking pools that have begun bubbling with X0 on the map. They erupt at the end of the round. Pools marked X1 and X2 are already erupting and damage at the end of the round as well. Will you guys track your current hp in your tag line? I think you'll finish this fight fine but it would be helpful. Thanks.

Monster HP:

62


High Elf Mystic 16 | Temp HP: 5; HP: 62/131 | AC: 22 | Init: +5 | Saves: Str: +1; Dex: +6; Con: +3; Int: +11; Wis: +6; Cha: +0

Concentration DC 10: 1d20 + 2 ⇒ (20) + 2 = 22
Concentration DC 10: 1d20 + 2 ⇒ (6) + 2 = 8

The second pool of acid manages to catch Jovii near enough his face, surprising him and briefly stealing away his concentration, and with it, his size. Annoyed, he steps forward, glowing claws growing on his free hand from seemingly nowhere, and slashes at the Snake-Queen.

Lost concentration on Giant Growth :( and responding by activating Bestial Claws (7 psi points) to make an attack. My HP is in my tag line, I just haven't lost any yet thanks to Temp HP (which is also up there).

Attack(dadv): 1d20 + 10 ⇒ (10) + 10 = 20
Attack(dadv): 1d20 + 10 ⇒ (19) + 10 = 29
Damage, Slashing: 10d10 ⇒ (5, 5, 9, 6, 9, 2, 5, 9, 1, 1) = 52
Damage, Psionic: 2d8 ⇒ (3, 5) = 8


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Jovii, the DC is 10+damage taken, just for future reference. Also, I think you mean 1d10 not 10d10.

The creature turns on Bastion, holding its silken cocoon up again.

Wis save Bastion: 1d20 + 2 ⇒ (19) + 2 = 21

...wut... This is ridiculous...Bastion up.


High Elf Mystic 16 | Temp HP: 5; HP: 62/131 | AC: 22 | Init: +5 | Saves: Str: +1; Dex: +6; Con: +3; Int: +11; Wis: +6; Cha: +0

Disclaimer: New to 5e.

source: "Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher."

I did mean 7, not 10, apologies. That makes the 52 actually...a 41, I believe. But the "Bestial Claws" ability is 1d10 per psi point spent. source


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Huh... You're right on both counts. I'm unfamiliar with the mystic so it doesn't surprise me that I read that wrong but I am surprised that I'd misunderstood concentration checks... I guess the casters I play usually are very paranoid about avoiding damage while concentrating (because I thought the DC was much harder) so I don't encounter that mechanic much. Must have been mixing up PF with 5e. Sounds good and very nice to know for my own playing.

Monster HP:

13


HP 67 (67) | AC: 26/29; T: 11; FF: 25/28 | Init +2 | Fort +11; Ref +6; Will +12 Current Spell Effects: Extended Barkskin (CL 7; 140 min), Magic Vestment (CL 7; 7 hours), Ant Haul (CL 7; 21 hours)

Bastion, killing machine he was created to be, unleashes his blade against the creature yet again.

Attack Rolls: 1d20 + 11 ⇒ (1) + 11 = 121d20 + 11 ⇒ (18) + 11 = 291d20 + 11 ⇒ (19) + 11 = 30
Damage Rolls: 1d8 + 7 ⇒ (2) + 7 = 91d8 + 7 ⇒ (8) + 7 = 151d8 + 7 ⇒ (1) + 7 = 8


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With a flash of his blade, Bastion cuts the creature to pieces. The sprays of poison cease in the room. Bastion and Jovii notice a hidden panel at the back of the room. It opens up to a dark room full of horrible and strange jade statues in grotesque, twisted shapes surrounding a bizarre altar of some sort. Inserted into the foundation of the altar are twin longswords with golden hilts and a faint, golden glow emanating from their blades. You pull them free from the altar to realize they are twin sun blades, the weapons you came to this forbidden temple seeking.

Well that felt a little too easy, largely because you guys made every important save (even though you guys had >50% chance to fail each save). Would have been more interesting with you under fear or polymorphed. Care to run another? That was a CR12 creature which is supposed to be a CR 18 fight for a party of two. I gave it some home court advantage but that seemed insufficient.


High Elf Mystic 16 | Temp HP: 5; HP: 62/131 | AC: 22 | Init: +5 | Saves: Str: +1; Dex: +6; Con: +3; Int: +11; Wis: +6; Cha: +0

I'd be down. Small party stuff like this is generally, at least in my experience, very lopsided. When level appropriate "Save or Suck" effects take out one member of a 4 or 5 person party, no big deal. When they take out one member of a 2 person party, that's half your power budget.

Still, I'd be down. Though I might swap out a Discipline or two on Jovii given the chance.


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I have no problem with re-speccing here.


I'd be interested as well, but would likely want to change characters, just to try out a different class at this level (plus, fighters are clearly death machines). I want to create a warlock and see what that is like at high level.

If you are fine with that, I'll get one posted this weekend.


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Sure thing. Changing is fine. Warlock and fighter are both interesting as they are pretty short-rest dependent so they don't get to show off their staying power throughout the day.


Male, NG Aasimar, Paladin 6th/CLeric 10th | HPs 63 / 122 | AC: 21 w Shield | Init: +0 | Saves S:+7, D:+3, C:+10, I:+3, W:+12, C:+11 | PP 14 | Flare 2/4 | Channel 0/2

Greetings


HP/SP 51/45 | EAC/KAC 24/24 | Init +2 | Fort: +4; Ref: +5; Will +7

Indeed.


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Since last fight was too easy, let's crank this up a notch.

You fight your way through an ancient cavern full of cultists and strange worm-like creatures. Your investigations have found that the cultists call themselves "The Covenant of the Wurm." You reach a set of doors made of some strange, nearly translucent material with writhing shapes inscribed in it. Rolan steps forward to examine the door and Lumos hears the creak of a pressure plate under Rolan's boot. Trap doors in the ceiling fly open and thousands of flesh-eating worms begin pouring into the chamber. Your only escape is to get through the doors and close them behind you before the worms fill up the room. What do you do?

You have one round in this chamber. At the end of next round, you all need to be through those doors and close them behind you.


HP/SP 51/45 | EAC/KAC 24/24 | Init +2 | Fort: +4; Ref: +5; Will +7

It sounds like we can see through the door, so does it appear to be barred on the other side?


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You can't quite see through the door. It's nearly translucent so you think that maybe you can make out a purple light on the other side but it's nowhere close to transparent.


High Elf Mystic 16 | Temp HP: 5; HP: 62/131 | AC: 22 | Init: +5 | Saves: Str: +1; Dex: +6; Con: +3; Int: +11; Wis: +6; Cha: +0

Twirling his sunblade in his hand, Jovii manifests a psychic protection and applies it to each of his teammates. "Let's do this, then," he says, flicking a worm off his shoulder with his wing.

Using another 'Psionic Mastery' to activate Inertial Armor & Psychic Redoubt. (See Spoiler)

Ahead of time prep::

Using 'Psionic Mastery' (gain 11 psi points):
1) activate Bestial Form (Tough Hide+Perfect Senses+Flight).

Tough Hide: +2 to AC, 1 hr
Perfect Senses: See can see creatures & objects w/in 10 feet of you even if you're blinded, 1 hr
Flight: Fly (30' speed)

Psychic Redoubt: Everyone has advantage on Intelligence, Wisdom, and Charisma saving throws & resistance to Psychic Damage until I stop concentrating.


Male, NG Aasimar, Paladin 6th/CLeric 10th | HPs 63 / 122 | AC: 21 w Shield | Init: +0 | Saves S:+7, D:+3, C:+10, I:+3, W:+12, C:+11 | PP 14 | Flare 2/4 | Channel 0/2

would an area affect damage ability be able to clear the worms or at least buy time?


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It might. Depends on the damage type, area, and quantity.

DC 14 knowledge nature:

You suspect these worms are immune to psychic damage.


High Elf Mystic 16 | Temp HP: 5; HP: 62/131 | AC: 22 | Init: +5 | Saves: Str: +1; Dex: +6; Con: +3; Int: +11; Wis: +6; Cha: +0

Nature DC14: 1d20 + 10 ⇒ (2) + 10 = 12
womp.

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