Devinihm, wilden druid
As the dragon flees, Devinihm calls out
"May even escape hurt you!". His staff glows, and a thorny wall cracks through the surface of the cave, growing up to entangle the dragon and block its path. The wilden bursts apart into his swarm form, then, zooming forward, his form spreading upward to sting and confound the dragon further before the core retreats behind one of the rocky outcroppings.
[sblock=actions]I'm probably going to regret not using Second Wind, but what the hell, at least Devinihm will die being moderately useful. Note the dragon still grants CA to Devinihm from his Voyage of the Ancients racial power used last turn.
Okay, my count may be off if I'm miscounting how 10' up works, but I think there's at least enough wall to get to and block off the dragon, even if it takes 3 stacked squares at P19:
Standard: Wall of Thorns: 1 square tall N19, O10, 2 squares tall in P19, 1 square tall Q19, 2 tall Q18.
Wall of Thorns (Daily Standard Area 8 within 10 * Conjuration, Implement, Primal) Druid 5
Effect: Devinihm conjures a wall of thorny, writhing vines. The wall can be up to 4 squares high and must be on a solid surface, and it lasts until the end of his next turn. The wall provides cover. A creature's line of sight through a wall square is blocked unless the creature is adjacent to that square. Entering a wall square costs 3 extra squares of movement. If a creature enters the wall's space or starts its turn there, that creature takes 1d10 + Devinihm's Wis modifier (+4) damage and ongoing 5 damage (save ends)
Sustain: Minor
Dragon will take 1d10+4 damage start of its turn unless it has mid-round movement abilities, and has to spend extra movement to get through the wall
Minor: Wildshape to swarm, DR 4, shift to H17
Move: to M19. I'm trying to get in range for the burst 3 attack while staying out of the melee 2 auto-attack the dragon gets vs movement. I'm assuming the 10' up means that square counts as 2 for ranges. If he has to get closer, he should have the movement for the extra square.
Action Point:
Swarming Locusts (At-Will Standard Close blast 3 * Beast Form, Implement, Primal, Zone) Druid Attack 1
Target: Each creature in blast
Attack: Wisdom vs. Reflex
Weapon: Magic Staff +2: +8 attack, 1d8+6 damage
Hit: 1d8 + Wisdom modifier (+4) damage. Level 21: 2d8 + Wisdom modifier (+4) damage.
Effect: The blast creates a zone of swarming locusts that lasts until the end of your next turn. While within the zone, enemies grant combat advantage.
Swarming Locusts attack (CA); damage (1d20+10=26, 1d8+6=14)
HITS for 14 damage
Close and Melee aren't the same, are they? Claw Gloves grant Devinihm extra damage to melee attacks vs. enemies granting CA, but I don't think that applies to this.
On hit, use the movement option of Max's bravura presence to move to K19
Map updated, though wasn't sure how to do all the overlapping, for the Dragon's body, the wall, and zone.[/sblock]
[sblock=resources]HP: 14/51
Surges: 4/11
Action Points: 0/1
Daily powers used: Demon-hunter's boon, Summon Giant Toad, Wall of Thorns
Encounter used: Call forth the Spirit Pack, Voyage of the Ancients
Stinging Swarm: Once per round when an enemy damages Devinihm with a melee attack while he is in beast form, that enemy grants combat advantage to him until the end of his next turn.[/sblock]