[sblock=OOC]Well, I was busy with parties until yesterday but I see I wasn't the only one. What's going on? Let's pick it up, it's the last stretch.[/sblock]
[sblock=Status]
Dark Emissary 2: Concealed
Hound 2: 14/54 cursed (tsi'ri)
Corruption Corpse 2: 5/46 cursed (Tsi'Ri) marked
Corruption Corpse 3: 41/46
Rinch: 75 /136
Hulk: 39 / 88 offering of justice, marked (soldier)
Zombie 3: 1/40 cursed (7 Rabbit)
Zombie 8: 8/40 Dazed
Jarel: 25/43 [4/11] weakened
Montroya: 26/37 [6/8] blind (save ends)
Andrec: 26/32 [3/7]
7 Rabbit: 46 /46 [6/10] Armor of Agathys
*Kama'Zer: 20 /46 [2/9]
Soldier: 43 /50 [1/13) Regenerate 6 when bloodied, slowed (save ends), blind (save ends)
*Tsi'Ri: 40 (35) /46 [8/10] armor or agathys, ongoing 5 (save ends)
Mrithas: 26 / 38 [3/9] Dazed TENT, blind (save ends)
Callen: 31/37 [5/8], blind (save ends)
Rinch (Same picture as for Damon from the first fight)
HP 136; Bloodied 68 ; see terrible visage
AC 22; Fortitude 19, Reflex 18, Will 22
Cold Resistance 5
Scepter of Striking (standard, at-will) Weapon
+11 vs AC; 2d6 + 7 damage, and the target is dazed until the end of Rinch’s next turn.
Z = Good old Zombie
HP 40; Bloodied 20
AC 13; Fortitude 13, Reflex 9, Will 10
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Slam (standard, at-will)
+6 vs AC; 2d6+2 damage.
Zombie Grab (standard, at-will)
Zombie Weakness (dies on a crit)
Gravehound (You know the picture. You love grave hounds!)
HP 54; Bloodied 27
AC 14; Fortitude 14, Reflex 12, Will 11
+7 vs AC; 1d6+3 damage, and the target takes ongoing 5 necrotic damage (save ends) and is knocked prone if it is Medium size or smaller.
Death Jaws (when reduced to 0 hit points) Necrotic
The gravehound makes a bite attack against a target within its reach.
Zombie Weakness
Corruption Corpse (The humanoid looking Zombies with punched in face)
Grave Stench aura 1; living enemies in the aura take a -5 penalty to attack rolls.
HP 46; Bloodied 23
Regeneration 5 (if the corruption corpse takes radiant damage, regeneration doesn’t function on its next turn)
AC 17; Fortitude 16, Reflex 14, Will 14
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
+8 vs AC; 1d6+3 damage.
Dark One Emisarry (Did you not have enough of the last one? Here is a double treat!)
HP 48; Bloodied 24
AC 20; Fortitude 16, Reflex 20, Will 17
Dagger (standard, at-will) Weapon
+10 vs AC; 1d4+5 damage.
Killing Dark (when reduced to 0 hit points, )
Close burst 1; targets enemies; each target is blinded (save ends). When slain, a dark one emissary explodes in a spout of darkness.
Zombie Hulk
HP 88; Bloodied 44
AC 20; Fortitude 23, Reflex 17, Will 18
Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant
Slam (standard, at-will)
Reach 2; +12 vs AC; 2d8+5 damage.
[/sblock]