[sblock=OOC Andrec's opening shove]If Kama'Zer will not shift in reaction to Andrec's opening shove, the logical thing of for Soldier to take the free swing (Otherwise the action was wasted).
basic attack (1d20+8=27, 1d12+5=16)
[/sblock]
The corruption corpse slain by Jarel explodes, harming the warrior.
[sblock=OOC]
Boom (1d20+7=20, 2d6+3=9) vs for[/sblock]
[sblock=Status]
Dark Emissary 2: Concealed
Corruption Corpse 2: 11/46 cursed (Tsi'Ri) marked
Corruption Corpse 3: 46/46
Rinch: 57/136
Hulk: 0 / 88 dead
Zombie 4: 12/40
*Jarel: 16/43 [4/11]
*Montroya: 26/37 [6/8] dazed TENT
*Andrec: 26/32 [3/7]
7 Rabbit: 46 /46 [6/10] Armor of Agathys
*Kama'Zer: 23/46 [2/9] Dazed TENT
Soldier: 43 /50 [1/13) Regenerate 6 when bloodied, slowed (save ends), blind (save ends)
Tsi'Ri: 40 (35) +7 /46 [8/10] armor or agathys, ongoing 5 (save ends)
Mrithas: 26 / 38 [3/9]
*Callen: 31/37 [5/8],
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]