Name: Serrif
Entering the Night Twist's clearing, the party was immediately assaulted with spells meant to turn their worst fears against them. Undaunted by their fears, Seriff and Mantis close in while the party's bard and inquisitor cast buff spells as the evil tree cloaks itself in Deeper Darkness. The bard successfully dispelled the darkness, and Serrif moved into melee scoring a critical hit. Then everything went wrong for Serrif as the Night Twist went: hit, critical hit, critical hit, hit, hit and hit dealing +/- 280 damage
Name: Serrif
Taking the lead, Serrif and Mantis flew over the Sea of Worms to scout. There they encountered the wormcallers, who began harassing the party with spells. Serrif landed on a small island to attack a wormcaller not knowing that a gargantuan worm lurked near his location. Said worm then burst to the surface landing a massive hit on Serrif. Turning their sights on this new foe, Serrif and Mantis slay the overworm. Their victory was short lived as the two wormcallers each dropped a Flame Strike. The ranger easily avoided both spells, the fighter however did not. The first spell knocked Serrif unconscious, the second was fatal. The only luck Serrif had was that he was still on his small island when he fell.
Two words... Exploding dinosaurs! Advanced Bloody Fiery Skeletal Champion Tyrannosaurus CR 12 NE Gargantuan Undead
AC 32, touch 10, flat-footed 28 (+4 Dex, +22 natural, –4 size) hp 170 (18d8+72 +2d8+8) fast healing 10
Melee bite +25 (4d6+28 +1d6 fire/19–20 plus grab)
Str 38, Dex 19, Con 0, Int 2, Wis 19, Cha 18
Feats Bleeding Critical, Critical Focus, Diehard, Endurance, Improved Critical (bite), Improved Initiative, Iron Will, Run, Skill Focus (Perception), Vital Strike
SPECIAL ABILITIES
Deathless (Su): A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water. Fiery Aura (Ex): Creatures adjacent to a burning skeleton take 1d6 points of fire damage at the start of their turn. Anyone striking a burning skeleton with an unarmed strike or natural attack takes 1d6 points of fire damage. Fiery Death (Su): A burning skeleton explodes into a burst of flame when it dies. Anyone adjacent to the skeleton when it is destroyed takes 10d6 points of fire damage DC 24 Reflex half damage |