The bat that attacked Bob tumbles into the pool with a splash and lays twitching. Artemis steps over the corpse to get closer to his fallen comrade. As he calls out, Karma hears his words and swims back to consciousness, although he is still too groggy to stand.
Meanwhile, Gil creates a burst of insects that tear apart the remaining grubs, and while they do not seriously damage the umber hulk, infiltrate the parasite-ravaged skin beneath its carapace and make it shudder and slap at itself in annoyance. Lilli attempts to pick off the last bat, but fails, and backs away towards the edge of the pool.
Shale attempts to lift the beast with his mind, but it has too much solid weight and mass - or perhaps this does not matter, and it's merely a mental block? Until he can test his limits further, he gives up and instead manifests a static mote behind it to slow it down, then retreats as far as possible.
The hulk shies away from the mote, and begins making its way through the water as if wading through molasses. It ignores Karma, still lying in the water, and lumbers towards the nearest upright target it can see - Artemis. Although it has to fight for every step it thunders inexorably closer, although slower and slower. Finally it lurches to a halt and lashes out with its claws - just out of reach. It's hypnotic eyes burn with frustration.
The hulk has parked itself right below the remaining bat, who swoops fearlessly down on this new prey. It lashes out with its tail and scores a direct hit across its upper carapace. The hulk doesn't even notice. The bat retreats to the ceiling above another rock spire and begins searching for an easier meal.
[sblock=Actions]
Shadowhunter Bat 3 takes 16 damage and dies.
Rot Grub Swarm 1 takes 14 damage and dies.
Umber Hulk takes 4 damage and cannot take opportunity actions until the end of Gil's next turn.
Karma is healed for 9 and no longer dying.
Maddened Umber Hulk:
Slowed until end of turn because it starts next to the Static Mote.
Disarming Gaze does not recharge:
Recharge Disarming Gaze (1d6=4)
Move: move to H9
Move: move to I10
Action point: charge to J11 and attack Artemis:
Claw at Artemis (vs AC, +1 due to charge) (1d20+10+1=16, 1d10+4=12). Miss!
Shadowhunter Bat 2:
Standard: Flyby Attack, moving to K8 and attacking the Umber Hulk in passing:
Flyby Attack at Umber Hulk (vs AC) (1d20+7=8, 1d6+4=7) Miss.
[/sblock]
[sblock=Unlocked Stats]
Farmer Bob: AC
1719, Fort
1315, Reflex
1113, Will
1113
Maddened Umber Hulk: AC 17, Fort ??, Reflex ??, Will 17
Rot Grub Swarm: AC 13, Fort 13, Reflex ??, Will 13
Shadowhunter Bat: AC ??, Fort 13, Reflex ??, Will 11
Anyone who begins their turn next to a Rot Grub Swarm will take 5 damage, plus an extra 2 damage for each additional Rot Grub Swarm adjacent to them.
[/sblock]
[sblock=Status]
Artemis: 16/29 hp, 5/7 surges, bloodied
Lilli: 19/22 hp, 4/7 surges
Gil: 23/26 hp, 5/7 surges
Shale: 31/33 hp, 6/7 surges
Karma: 9/30 hp, 2/5 surges, stunned (save ends), prone, bloodied
Farmer Bob: 2/2 hp, 0/1 surges, +2 to all defenses until start of next turn
Maddened Umber Hulk: 51 damage taken, cannot take opportunity actions until the end of Gil's next turn. Used Disarming Gaze. Used 2 Action Points.
Rot Grub Swarm 1: 50 damage taken. Dead.
Rot Grub Swarm 2: 44 damage taken. Dead.
Shadowhunter Bat 1: 35 damage taken. Dead.
Shadowhunter Bat 2: 0 damage taken. On ceiling (20' up).
Shadowhunter Bat 3: 38 damage taken. Dead.
[/sblock]
External Map Link
[sblock=Map]
Climbing a rock pile takes a DC 15 Athletics or Acrobatics check and you grant combat advantage while on top of them. The standing water and rock piles are difficult terrain. (Don't forget there is a rock pile beneath Bat 2. Yes, you can reach the ceiling for a melee attack from the top of the piles.)
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