GM: | Initiative
18 – Uhtred
17 – Quellathe
14 – Selattee
13 – Levanna, the Ogre and Dutch Diamonds
12 – Kelvyn and Khalil
4 – Tirion
3 – Orcs
[sblock=Actions and Rolls]Uhtred throws an axe at the ogre but misses
Quellathe is Reading her action if she has a clear shot
Levanna cast, ogre’s Dex save: 1D20-1 = [19]-1 = 18, made it!!
Kelvyn moved out of Uhtred’s way but still has an action if he wants to take it.
Tirion guardian spirits, ogre’s Wis save: 1D20-1 = [3]-1 = 2, failed he takes 14 damage (bring him down to 22 HP)
Selattee moves 25ft south (L14) and Readies her action if the ogre falls.
Dutch Diamonds orders the orcs forward and uses his Leadership ability.
The ogre swings at Tirion, Attack and damage if it hits: 1D20+8 = [7]+8 = 15; 2D10+5 = [8, 5]+5 = 18, misses!!!
Khalil casts mage armor on himself and moves north 6 squares (space M1)
The orcs move 30ft towards the characters and take the Ready action to move and attack if the ogre falls.
[/sblock]Heroes Actions and Rolls for Round 3?
[sblock=Conditions]Kelvyn HP 22/33
Levanna HP 38/38
Quellathe HP 46/46
@ Naeris HP 24/24
Tirion HP 29/45
Uhtred HP 64/64
Ogre HP 22/69
Khalil HP 42/42
Dutch Diamonds HP 54/54
Selattee HP 48/48
Orc Guard #1 HP 18/18
Orc Guard #2 HP 18/18
Orc Guard #3 HP 18/18
Orc Guard #4 HP 18/18
Orc Guard #5 HP 18/18 [/sblock][sblock=Bad Guys]

Khalil Al-Zakhir
Medium humanoid (human Baklunish), Lawful Evil
Armor Class 12 (15 with mage armor)
Hit Points 42 (6d4+6)
Speed 30ft
STR 10 (+0), DEX 14 (+2), CON 12 (+1), INT 17 (+3), WIS 13 (+1) CHA 8 (-1)
Saving Throws Int +6, Wis +4
Skills Arcana +6, History +6
Senses passive Perception 11
Languages Common, Baklumish, Orcish
Sculpt Spells: This wizard can choice up to 1 + the spell’s level that he can ignore with area affects.
Potent Cantrip: When a creature succeeds on a saving throw against this Wizard’s cantrip, the creature takes ½ damage (if any) but suffers no additional effects.
Spellcasting: This wizard is a 6th level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). This mage has the following spells prepaired:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counter spell, fireball
ACTIONS
Dagger. Melee or Range Weapon Attack: +5 to hit, reach 5ft, or range 20/60ft, one target. Hit: 1d4+2 piercing damage.
Dutch Diamonds
Medium humanoid (human Oeridian), Lawful Evil
Armor Class 16 (mithral chain mail)
Hit Points 54 (6d8 +18)
Speed 30ft
STR 12 (+1), DEX 10 (+0) CON 16 (+3) INT 16 (+3), WIS 17 (+3) CHA 10 (+0)
Saving Throws Con +6, Wis +6
Skills Intimidate +3, Persuasion +3
Senses passive Perception 13
Languages Common, Orcish, Giant
ACTION
Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 1d6+1 piercing damage.
Whip. Melee Weapon Attack: +5 to hit, reach 10ft, one target. Hit: 1d4+1 slashing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the slave-boss can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the slave-boss.
A creature can benefit from only one Leadership die at a time. This effect ends if the slave boss is incapacitated.
Selattee
Medium humanoid (human Suloise), Lawful Evil
Armor Class 18 (Unarmed Defense)
Hit Points 48 (6d8 +12)
Speed 55ft
STR 12 (+1), DEX 18 (+4) CON 14 (+2), INT 11 (+0), WIS 18 (+4) CHA 11 (+0)
Saving Throws Str +4, Dex +7
Skills Acrobatics +7, Athletics +4, Religion +3, Stealth +7
Senses passive Perception 14
Languages Common, Seulish
Martial Arts. When attacking with an unarmed attack, can make one additional attack as a Bonus action.
Ki. Ki Points 6; Flurry of Blows (1 ki, after your attack action you can make 2 unarmed attacks as a bonus action), Patient Defense (1 ki, take the Dodge action as a bonus action), Step of the Wind (1 ki, take the Disengage or Dash action as a bonus action).
Deflect Missile. Use monk’s reaction to reduce missile attack from ranged weapon attack by 1d10+10.
Slow Fall. Use monk’s reaction to reduce the damage from falling by 30 points.
Extra Attack. Monk can take two attacks with the attack option.
Stunning Strike. Uses 1 ki, the target must make a Constitution check vs. DC 15
Ki-Empowered Strike. Unarmed strikes count as magical weapons.
Open Hand. Whenever the monk makes a successful attack from Flurry of Blows, the monk can impose one of the following onto the target: must make a Dexterity save (DC 15) of fall prone, or must make a Strength saving throw or be pushed back 15ft or they cannot take a reaction until their next turn.
Wholeness of Body. As an action the monk heals 18 HP of damage.
ACTIONS
Unarmed Fist. Melee Unarmed Attack: +7 to hit, 5ft reach, one target. Hit: 1d6+4 crushing damage.
Orc Guards
Medium humanoid (orc), chaotic evil
Armor Class 16 (mail shirts, shield)
Hit Points 18 (2d8+6)
Saves Str +5, Con +5
Speed 30 ft.
STR 16 (+3), DEX 12 (+1), CON 16 (+3), INT 8 (-1), WIS 11 (+0), CHA 8 (−1)
Skills Intimidate +1, Perception +2
Senses darkvision 60ft., passive Perception 12
Languages Common, Orc
Aggressive. As a bonus action, the orc can move up to its speed towards a hostile creature that it can see.
ACTIONS
Battle Axe. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 1d8+3 slashing damage.[/sblock][sblock=Map] [/sblock] | |