Quickleaf
Legend
GM POST
A bolt through the eye should have stopped the drow zombie dead, but instead it sways back and forth, then glares right at Logrim with malign purpose. There's no doubt that if it makes its way past Angrom - last dwarf holding the line - the zombie will go after the gnome.
As Ludo's sleek metal frame swats and claws at the grasping undead hands, it keeps the zombies on their side of the illusory wall...for now.
A bolt through the eye should have stopped the drow zombie dead, but instead it sways back and forth, then glares right at Logrim with malign purpose. There's no doubt that if it makes its way past Angrom - last dwarf holding the line - the zombie will go after the gnome.
As Ludo's sleek metal frame swats and claws at the grasping undead hands, it keeps the zombies on their side of the illusory wall...for now.
|
visible
- drow hp
1391 - edge of stairs (3/4 cover=AC 13) hp
138
- grappling Ludo (can't be seen but you know its position, disadvantage to attack it) hp
138 - near Ludo (can't be seen but you know its position, disadvantage to attack it) hp 13
- zomb-pyramid hp 13
- zomb-pyramid hp 13
- prone hp
139 - speared (no longer grappling Brydum) hp
134 - hp 13
Destroyed on critical, radiant reducing to 0 hp, or 20+ damage from one attack. If you deal ≤19 damage, compare to sequence of pre-rolled “saves”, if “save” ≥ damage dealt, zombie remains a threat:
7, 5, 2, 1, 20 /
20, 15, 17, 9, 11 /
15, 12, 13, 11, 7 /
13, 16, 15, 15, 8 /
18, 9, 8, 18, 11 /
20, 15
15, 12, 13, 11, 7 /
13, 16, 15, 15, 8 /
18, 9, 8, 18, 11 /
Brydum hp 13 9, Rorm hp 13, Angrom hp 13; AC 18 (chain mail, shield), speed 25; Str +2, Dex +0, Con +2, Int +0, Wis +0, Cha +0; advantage save vs. poison / resistance to poison; darkvision 60 ft, passive perception 10; Battleaxe +4 hit, 6 (1d8+2) dmg; Light Crossbow +2 hit, 80/320 ft, 4 (1d8) dmg; Defender (reaction): if a creature attacks the dwarf or a creature within 5 feet of the dwarf while it is wielding a shield, the dwarf can use a reaction to give the attacking creature disadvantage on the attack roll.
As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.
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