[sblock=IG]I think... see my other post.[/sblock]
The priest ignored the fight, concentrating on his ritual.
The northern zombie continued to struggle against the webbing, but got no where.
The dread zombie slayed by Hergunna gathered itself back up. Pickup up it's sword, it got to it's feet and stabbed quickly into Kane, catching the barbarian off guard.
The corpse of despair behind Kane tried to take advantage, but the barbarian whirled and blocked the blow easily. He spun again, and blocked a third attack from the chillborn.
The wraithborn continued it's attack on Kruk, again striking against the dwarf's shield with great power, causing him to stumble backwards.
(ooc: Save to avoid push/prone.)
The second chillborn took aim at Hergunna, but missed the mark.
[sblock=Mechanics]
Corpse of Despair OA on Caroline
Attack:
1d20+9=25 Miss
Priest
Minor: Gather Components
Dread Zombie D15
Save vs Immobilized:
1d20=9 Fail
Dread Zombie F15
(Flanking Kane)
Revive to 10 HP
Move: Get up
Standard: Longsword vs kane (AC)
Attack:
1d20+12=25 +2(CA) =27 Hit
Damage:
1d8+5=11
Corpse of Despair H15
(Flanking Kane)
Standard: Crushing Despair vs Kane (AC)
Attack:
1d20+9=14 +2(CA)=16 Miss
Wraithborn
Effect: Takes 5 ongoing, Gains 5 regen
Standard: Vengeful Strike vs Kruk (AC)
Attack:
1d20+14=32
Damage:
1d8+1=2 +5 Necrotic damage (Null'd by armor) = 2 damage total
Effect: Kruk Pushed to H14 & knocked Prone, unless he saves again.
Save vs Ongoing Damage:
1d20=14 Pass
Chillborn F12
Effect: Takes 5 ongoing
Standard: Slam vs Kane (AC)
Attack:
1d20+11=16 Miss
Save vs Ongoing Damage:
1d20=16 Passed
Chillborn F14
Standard: Slam vs Hergunna
Attack:
1d20+11=14 Miss
[/sblock][sblock=Status]
Wil Rando: K15
25/40 HS 9/10 AP 1 MW 1/2, SW Used,
Hergunna: E12
51/51 HS 9/9 AP 1
Kane: G14
33/59 HS 11/11 AP 1
Kruk: H13?
57/67 THP
0/9 HS 11/12 AP 0,
dazed, Prone?
Carolina: H17
39/44 HS 7/7 AP 0, SW Used,
Charina: K19
39/39 HS 7/7 AP 0,
Prone
Enemies:
Father Niris: H6
150/186 AP 2/2,
Dread Zombie: F13
10/66, Auto-Phoenix-10hp*, Bloodied,
Dread Zombie: D15
43/66, Auto-Phoenix-10hp*, Immobilized
---
Corpse of Despair: H15
21/86,
Bloodied
---
Wraithborn: G12
108/150, Regen 5,
Marked-Kruk,
Chillborn Zombie: F14
19/71,
Bloodied
Chillborn Zombie: F12
53/71,
---
Corruption Corpse: H19 -8/46, dead
Corruption Corpse: G17 -11/46, Dead
Corpse of Despair: H12 -15/86, 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]