[sblock=Mri'Thas]Why did you get +5 damage on AP action? I get the +3 from Kama'Zer but I am missing the other +2.
I am gonna put this in parenthesis for the moment until you confirm me where the extra +2 comes from. I think you forgot to substract 2 to damage for enlarge on this attack.
Also, you wouldn't be getting the Warlord bonuses on subsequent attacks generated by the power that occur outside of your turn
Otherwise, we'd end up with creatures summoned through an AP gaining the benefit all encounter long!
[/sblock]
[sblock=Montroya's location]Now that he sees the map, he can make his own decision. I am leery of moving him in the middle of that many monsters without his express consent![/sblock]
[sblock=Status]
PS: second Freezing cloud has not yet occured so hasn't been factored in. This also accounts for the cold resistance.
Andrec, Soldier, Kama'Zer and Callen are up
Hound 3: 39/54 Dazed TENT
Chillborn Zombie: 39/71 Dire radiance (7 Rabbit)
Corruption Corpse 1: 24 (22)/46
Corruption Corpse 2: 31/46 (Pulled at Z11)
Corruption Corpse 3: 31/46 Dazed TENT
Dark One 1: 19 (17)/48 bloodied
Grave Hound 1: dead
Zombie 0: 26/40
Zombie 1: 18 (16)/40 bloodied
Zombie 2: 18 (16)/40 bloodied
Zombie 5: 23/40 cursed (7 Rabbit)
Zombie 7: 28/40 Cursed (Tsi'Ri), immobilized and CA (pit)
Zombie 9: 25/40, Dazed TENT
*Jarel: 43/43 [5/11] at AA10
*Montroya: 37/37 [8/8]
Andrec: 31/32 [4/7]
*7 Rabbit: 46 +13 /46 [6/10]
Kama'Zer: 45/46 [2/9]
Soldier: 45/50 [4/13)
*Tsi'Ri: 46/46 [9/10]
*Mrithas: 38/38 [6/9]
Callen: 37/37 [6/8]
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.
Chi
llborn Zombie (The one zombie icon with some frost on it, near Rinch. One of the most dangerous foe, by the way, plan how you take him out carefully)
Chillborn Aura (Cold) aura 2; any creature that enters or begins its turn in the aura takes 5 cold damage. Multiple chillborn auras deal cumulative damage.
HP 71; Bloodied 35
AC 22; Fortitude 20, Reflex 16, Will 16
Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 5 fire, 5 radiant
+11 vs AC; 1d6+4 damage, and the target is immobilized until the end of the chillborn zombie’s next turn and takes ongoing 5 cold damage (save ends).
Death Burst (when reduced to 0 hit points) Cold
The chillborn zombie explodes: close burst 1; +9 vs Fortitude; 2d6+2 cold damage, and the target is slowed (save ends).
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..
[/sblock]