Caerth thinks of a spider’s natural predators: monkeys, birds, several types of wasps… They all seem too small and insignificant against this hive.
Then he realizes another one, and grins. The grin becomes a toothy, scaly mouth, his hands turn into claws, and a long tail sprouts from his lower back.
Within moments, a lizard bigger than anyone has seen, stands where the druid was, hissing and flicking its tongue while eyeing the arachnids hungrily. Oddly enough the beast still wears the grayish leather armor.
The spiders seem confused by the sudden appearance of the dire monitor lizard. Shouzas, as well, isn't sure what to make of the large lizard but when Caerth menaces the spiders and not him, he seems content to share the roof with this strange new ally.
JustinCase said:
Wild Shape, then move towards the chamber, climbing the walls if possible.
If I’m not mistaken, I can Wild Shape into a Dire Giant Lizard, right?
OOC: Any large creature. Plus, at 12th level, Caerth can now wildshape into plant creatures. When you say move towards the chamber, do you mean back towards Stratesus' Chamber, or forward along the wall towards the open corridor? Note that the stats I posted for the
dire monitor lizard doesn't have a climb speed, so I'd need a DC 5 Climb check for Caerth to climb up onto the roof using Shouzas' rubble ramp or a DC 15 Climb check to stay on the wall. A standard Climb check is at one-quarter speed (10 ft.). Add +5 to Climb checks at half speed (20 ft.).
Phar moves just enough to get a good look into the ruins to see if he can spot the Nightshade. He looks over his shoulder, then up to his hawk, Featar, to note any danger that might be coming from behind.
Phar tries to peer through the dozens of spider legs and mess of webs to spot the Nightshade, but the creature continues to be hard to see. The ooze seems to be protecting the extraplanar spider. It shifts and weaves and does all it can to make seeing anything incredibly hard.
Using Featar as a guide, the elf paragon immediately notes that there are several places in the ruins where the spiders could come out easily. He even sees one of the larger spider exit the ruins by the room just beyond the old armoury. There is also major gaps in the roof near the overgrown fountain. There looks like there could be gaps there as well, but it tough to see. He also notes that the doors leading into the room where the group encountered the snake are standing wide open. Could they come through the weakened wall in that room too? Phar isn't sure. There is also the broken wall behind the dais, but Phar remembers that the other walls of that room are intact.
Angus decides not to wait for Quinn's help. He slashes at the webs around his front legs, once, twice. He is soon free. He slams his shield into the spider directly in front of him and then steps back from the webs just before they begin to surge forward again, as the colossal ooze shifts towards the the corridor.
It's movement is unimpeded by the crumbling walls of the corridor. Sections of stone and mortar is broken from the old walls as the creature engulfs entire sections of the broken walls. Two spiders riding on the ooze are shifted 5 feet west and then 5 feet north as the ooze begins to squeeze its way through the corridor.
In the courtyard, the webs shift 5 feet forward. The webs don't touch Angus or Maur, but they do flow around Litrix's feet and legs. The anointed knight soon finds himself stuck in the webs.
OOC:
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I've decided that characters can react to the webs with a DC 16 Reflex save as an Immediate Action, as long as the character didn't use a Swift Action on their turn. (I should have allowed that for Angus too.) Since @MetaVoid used a swift action to change the aura, Litrix can't avoid the webs this round. He must make a DC 16 Strength check (full-round action), DC 14 Escape Artist check, or do 12 points of damage to the webs to get free (next round).
The animated webs are considered to be AC 0 to hit and have DR 5/-. Attack rolls aren't required to hit the webs. Just roll damage vs. them. The Living Web ooze itself does have a higher AC, however, and must be attacked normally.
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