Elephant

Summoned Elephant's page

7 posts. Alias of andreww.


RSS


Celestial:
SR15, DR10/good, resist electricity, acid, cold 15
Aerial:
DR5/-, Resist electriicity 20

The elephants fly over and largely just get in everyones way!

attacks:

They need double nat 20's to hit so here goes.

Gore: 2d20 ⇒ (5, 3) = 8
Gore: 2d20 ⇒ (5, 5) = 10
Gore: 2d20 ⇒ (12, 2) = 14
Gore: 2d20 ⇒ (8, 2) = 10


Celestial:
SR15, DR10/good, resist electricity, acid, cold 15
Aerial:
DR5/-, Resist electriicity 20

The elephants fly in and make their previously rolled ineffectual attacks.


Celestial:
SR15, DR10/good, resist electricity, acid, cold 15
Aerial:
DR5/-, Resist electriicity 20

The elephants close in once again and try to gore death!

Will saves:

They need nat 20's so just rolling 4d20
4d20 ⇒ (17, 7, 5, 2) = 31

All of them are affected

Attacks:

I am pretty sure that they need nat 20's to hit this thing given they are attacking at +20 so I am just going to roll the bare dice and see

2d20 ⇒ (6, 16) = 22
2d20 ⇒ (10, 19) = 29
2d20 ⇒ (4, 9) = 13
2d20 ⇒ (3, 14) = 17

Looks like they all miss


Celestial:
SR15, DR10/good, resist electricity, acid, cold 15
Aerial:
DR5/-, Resist electriicity 20

The elephants lash out!

Gore, flank, pa: 2d20 ⇒ (1, 1) = 2 +19
Damage, pa: 2d8 + 14 + 6 ⇒ (3, 8) + 14 + 6 = 31
Electricity: 2d6 ⇒ (1, 6) = 7

Gore, flank, pa: 2d20 ⇒ (3, 13) = 16 +19
Damage, pa: 2d8 + 14 + 6 ⇒ (2, 1) + 14 + 6 = 23
Electricity: 2d6 ⇒ (6, 4) = 10

Gore, flank, pa: 2d20 ⇒ (7, 6) = 13 +19
Damage, pa: 2d8 + 14 + 6 ⇒ (5, 1) + 14 + 6 = 26
Electricity: 2d6 ⇒ (3, 1) = 4

Gore, flank, pa: 2d20 ⇒ (5, 7) = 12 +19
Damage, pa: 2d8 + 14 + 6 ⇒ (7, 3) + 14 + 6 = 30
Electricity: 2d6 ⇒ (5, 1) = 6


Celestial:
SR15, DR10/good, resist electricity, acid, cold 15
Aerial:
DR5/-, Resist electriicity 20

Having had no success trampling him the elephants try and batter him to death! Two fly over and behind death, two can reach him with a 5' step, given their reach.

With 160' fly speed they can get oround him without provoking which I assume they would do given what he did to them last turn

Will saves:

Rolling at +5 with 2 negative levels, they all fail
White: 1d20 ⇒ 6
Blue: 1d20 ⇒ 13
Red: 1d20 ⇒ 14
Green: 1d20 ⇒ 8

Attacks:

All attacks include power attack, the negative levels and the -1 from the Pillar

Blue Gore: 1d20 + 17 ⇒ (13) + 17 = 30
Damage, pa: 2d8 + 14 + 6 ⇒ (7, 5) + 14 + 6 = 32
Electrical damage: 2d6 ⇒ (3, 1) = 4

White Gore: 1d20 + 17 ⇒ (10) + 17 = 27
Damage, pa: 2d8 + 14 + 6 ⇒ (1, 7) + 14 + 6 = 28
Electrical damage: 2d6 ⇒ (1, 5) = 6

Red Gore, flank: 1d20 + 19 ⇒ (11) + 19 = 30
Damage, pa: 2d8 + 14 + 6 ⇒ (1, 8) + 14 + 6 = 29
Electrical damage: 2d6 ⇒ (1, 4) = 5

Red Slam, flank: 1d20 + 18 ⇒ (19) + 18 = 37
Damage, pa: 2d6 + 14 + 6 ⇒ (1, 3) + 14 + 6 = 24
Electrical damage: 2d6 ⇒ (4, 2) = 6

Green Gore, flank: 1d20 + 19 ⇒ (3) + 19 = 22
Damage, pa: 2d8 + 14 + 6 ⇒ (7, 7) + 14 + 6 = 34
Electrical damage: 2d6 ⇒ (1, 1) = 2

Green Slam, flank: 1d20 + 18 ⇒ (3) + 18 = 21
Damage, pa: 2d6 + 14 + 6 ⇒ (1, 6) + 14 + 6 = 27
Electrical damage: 2d6 ⇒ (4, 6) = 10


Celestial:
SR15, DR10/good, resist electricity, acid, cold 15
Aerial:
DR5/-, Resist electriicity 20

MOOOOOOOOOO

Each flying elephant has a flight speed of 80' giving them a trample range of 160' which should be enough for each of them to get over there and try and stomp on him. Death can either make an opportunity attack at -4 (if he has combat reflexes or can otherwise react) or take a reflex save for half damage. Their trample DC is 31, possibly 1 lower if they have to save against the pillar effect. Here are four saves in case they do

Will saves:

Will, red: 1d20 + 7 ⇒ (20) + 7 = 27
Will, green: 1d20 + 7 ⇒ (8) + 7 = 15
Will, yellow: 1d20 + 7 ⇒ (1) + 7 = 8
Will, blue: 1d20 + 7 ⇒ (5) + 7 = 12

Trample:

Trample damage is:

Trample, red: 2d8 + 21 ⇒ (8, 3) + 21 = 32 +2d6 ⇒ (5, 2) = 7 electricity
Trample, green: 2d8 + 21 ⇒ (7, 4) + 21 = 32 +2d6 ⇒ (1, 6) = 7 electricity
Trample, yellow: 2d8 + 21 ⇒ (1, 2) + 21 = 24 +2d6 ⇒ (4, 3) = 7 electricity
Trample, blue: 2d8 + 21 ⇒ (5, 2) + 21 = 28 +2d6 ⇒ (3, 1) = 4 electricity


Celestial:
SR15, DR10/good, resist electricity, acid, cold 15
Aerial:
DR5/-, Resist electriicity 20

MOOOOOOOOOOOOO

Red Attacks:

Slam, flank, pa: 1d20 + 22 + 2 - 3 ⇒ (18) + 22 + 2 - 3 = 39
Damage, pa, smite: 2d6 + 14 + 6 + 14 ⇒ (3, 6) + 14 + 6 + 14 = 43

Gore, flank, pa: 1d20 + 23 + 2 - 3 ⇒ (12) + 23 + 2 - 3 = 34
Damage, pa, smite: 2d8 + 14 + 6 + 14 ⇒ (1, 8) + 14 + 6 + 14 = 43

Green Attacks:

Slam, flank, pa: 1d20 + 22 + 2 - 3 ⇒ (7) + 22 + 2 - 3 = 28
Damage, pa, smite: 2d6 + 14 + 6 + 14 ⇒ (3, 6) + 14 + 6 + 14 = 43

Gore, flank, pa: 1d20 + 23 + 2 - 3 ⇒ (14) + 23 + 2 - 3 = 36
Damage, pa, smite: 2d8 + 14 + 6 + 14 ⇒ (6, 5) + 14 + 6 + 14 = 45