[sblock=Dims]Nevermind. You got re-dazed, so for simplicity sake, I will assume you saved, and then this attack re-dazed.[/sblock][sblock=Ryry]If you still want to use Bracers of Respite from last turn, just say so and roll the dice for the HP.[/sblock][sblock=Chillborn Aura]That Aura is a real pain in the butt. And given the other status effects this group has, I think a bit overpowering. So I have removed that ability from the enemies and given Kane 10 hp back. Consider it my way of making up for using those archer's double-fire encounter ability every round.

[/sblock]
"Is that the best you can do?" the priest laughed,
"This will be easier than I thought. Finish them, my children!"
Turning his back to the fight, the Priest walked to the southwest chamber, and started organizing components on the altar.
One the Dread Zombies moved forward, swinging its longsword clumsily at Kane with no effect. The other remained stuck to the ground by Hergunna's webbing; it groaned repeatedly.
The Corruption corpse hurled another black ball of goo, but it landed harmlessly next to the Drow.
The Despaired Corpses trying to press itself upon will again, but this time the Bard deflected the blow. The second Corpse of Despair savagely attacked Kruk again; The dwarf could not block the attack, but took limited damage.
The Wraithborn stepped up with another powerful blow, catching most of Kruk's armor, but knocking the dwarf backward and to the ground. (OOC: Unless he saves again.)
The two chillborn zombies sluggishly attacked Kane with icy hands, but the barbarian swatted them away with ease.
[sblock=Mechanics]
Priest
Move: F11
Standard: Move: H6
Minor: Gather Components
Dread Zombie D15
Save vs Immobilized:
1d20=1 Fail
Dread Zombie E15
Move: to F13
Standard: Longsword vs kane (AC)
Attack:
1d20+12=14 Miss
Corruption Corpse: H18
Move: Shift to H19
Standard: Mote of Corruption vs Charina (reflex)
Attack:
1d20+7=19 -5 for cloud = 14 Miss
Corpse of Despair H15
Standard: Crushing Despair vs Wil (AC)
Attack:
1d20+9=17 Miss
Corpose of Despair H12
Ongoing Damage: 5
Standard: Crushing Despair vs Kruk (AC)
Attack:
1d20+9=24
Damage:
2d6+4=7
Effect: Kruk is dazed (save ends)
Save vs ongoing:
1d20=6 fail
Wraithborn
Standard: Vengeful Strike vs Kruk (AC)
Attack:
1d20+14=30
Damage:
1d8+1=4 +5 Necrotic damage (Null'd by armor) = 4 damage total
Effect: Kruk Pushed to H14 & knocked Prone, unless he saves again.
Save vs Ongoing Damage:
1d20=2 Fail
Chillborn F12
Standard: Slam vs Kane (AC)
Attack:
1d20+11=19 Miss
Save vs Ongoing Damage:
1d20=2 Fail
Chillborn F14
Attack:
1d20+11=16 Miss
Save vs Ongoing Damage:
1d20=11 Passed
[/sblock][sblock=Status]
Wil Rando: I14
25/40 HS 9/10 AP 1 MW 1/2, SW Used,
Hergunna: I13
51/51 HS 9/9 AP 1
Kane: G13
44/59 HS 11/11 AP 1
Kruk: H14
30/67 THP
0/9 HS 12/12 AP 0,
bloodied,
dazed,
-4 DEF TENT-Hergunna,
Prone
Carolina: K17
39/44 HS 7/7 AP 1, SW Used,
Charina: K19
39/39 HS 7/7 AP 0,
Enemies:
Father Niris: H6
150/186 AP 2/2,
Dread Zombie: F13
59/66, Auto-Phoenix-10hp*,
Dread Zombie: D15
43/66, Auto-Phoenix-10hp*, Immobilized,
-4 DEF TENT-Hergunna
---
Corruption Corpse: H19
20/46, Regen 5
Corpse of Despair: H15
58/86
---
Wraithborn: G12
123/150, Regen 5,
Marked-Kruk,
5 ongoing
Corpse of Despair: H12
1/86,
Bloodied,
Marked-Kruk,
5 ongoing
Chillborn Zombie: F14
45/71,
Chillborn Zombie: F12
62/71,
5 ongoing
---
Corruption Corpse: G17 -11/46, Dead
[/sblock][sblock=map]
[/sblock][sblock=Enemies]
Father Niris (Reskin: Kalarel, Scion of Orcus)
Medium natural humanoid, human
Initiative +5 Senses Perception +9
HP 186; Bloodied 93
AC 22; Fortitude 21, Reflex 19, Will 24
Saving Throws +2
Speed 5
Action Points 2
Rod of Ruin (standard, at-will) Weapon
+14 vs AC; 2d6+5 damage plus ongoing 5 necrotic damage (save ends).
Decaying Ray (standard, at-will) Necrotic
Ranged 10; +12 vs Fortitude; 1d6+5 necrotic damage, and the target is weakened (save ends). Weakened Attacks deal half damage.
Touch of Ruin (minor, at-will) Necrotic
Kalarel must have combat advantage against the target.; +12 vs Fortitude; target gains only half the value of healing done to it until the end of Kalarel's next turn.
Call of the Grave (minor, recharge ) Necrotic
Ranged 5 (affects creatures with ongoing necrotic damage only); +12 vs Fortitude; the target is immobilized until the end of Kalarel's next turn.
Unlife to Life (standard, encounter) Healing
Close burst 5; undead allies heal 5 hp and can shift 3 as an immediate action.
Wrathborn
Medium natural humanoid (undead)
Initiative +7 Senses Perception +8; darkvision
HP 150; Bloodied 75
Regeneration 5
AC 25; Fortitude 23, Reflex 21, Will 19
Immune disease, poison, fear; Resist 10 necrotic; Vulnerable 5 radiant
Saving Throws +2
Speed 5
Action Points 1
Longsword (standard, at-will) Weapon
+14 vs AC; 2d8+2 damage.
Vengeful Strike (standard, at-will) Necrotic, Weapon
Requires longsword; +14 vs AC; 1d8+1 damage plus 5 necrotic damage, and the target is pushed 1 square and knocked prone.
Pinning Chains (standard, recharge ) Necrotic
Close burst 5; targets enemies; +12 vs Reflex; 3d8+3 necrotic damage. Hit or Miss: Each enemy adjacent to the wrathborn is immobilized until the end of the wrathborn's next turn.
Survival Instinct
A wrathborn gains a +2 bonus to all defenses while bloodied.
Equipment: heavy shield , longsword , plate armor.
Corruption Corpse
Medium natural animate (undead)
Initiative +3 Senses Perception +3; darkvision
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
Speed 4
Slam (standard, at-will)
+8 vs AC; 1d6+3 damage.
Mote of Corruption (standard, at-will) Necrotic
The corruption corpse hurls a black glob of necrotic filth: ranged 10; +7 vs Reflex; 2d6+3 necrotic damage, and the target is weakened (save ends).
Death Burst (when reduced to 0 hit points) Necrotic
The corruption corpse explodes: close burst 1; +7 vs Fortitude; 2d6+3 necrotic damage.
Corpse of Despair
Medium natural animate (undead)
Initiative +3 Senses Perception +4; darkvision
HP 86; Bloodied 43
AC 18; Fortitude 19, Reflex 15, Will 16
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4
Slam (standard, at-will)
+9 vs AC; 2d8+4 damage.
Crushing Despair (standard, at-will)
+9 vs AC; 2d6+4 damage, and the target is dazed (save ends).
Death of Hope Psychic
A dazed target hit by the corpse of despair also takes ongoing 5 psychic damage (save ends).
Chillborn Zombie
Medium natural animate (undead)
Initiative +5 Senses Perception +3; darkvision
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
Speed 4
Slam (standard, at-will) Cold
+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).
Ice Reaper Cold
The chillborn zombie deals +5 cold damage to an immobilized creature.
Dread Zombie
Medium natural animate (undead)
Initiative +3 Senses Perception +3; darkvision
HP 66; Bloodied 33
AC 21; Fortitude 19, Reflex 15, Will 16
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 5
Longsword (standard, at-will) Weapon
+12 vs AC; 1d8+5 damage.
Zombie Grab (standard, at-will)
+10 vs Reflex; the target is grabbed. Attempts to escape the zombie's grab take a -5 penalty.
Rise Again
If a dread zombie is reduced to 0 hit points by an attack that does not deal fire or radiant damage, the creature is not destroyed. The dread zombie falls prone and appears to be destroyed, but instead, the creature returns with 10 hit points at the beginning of its next turn.
Zombie Weakness
A critical hit scored against a dread zombie reduces the zombie to 0 hit points.
Equipment: heavy shield , longsword , plate armor .
[/sblock]