Morgrim, not knowing whether the worm had fled for good, or was merely biding it's time to come at them from another angle, moves closer to Aridha, giving himself energy from his ally's prescence.
"Be ready, it might return!" He yells and the others, both familiar and newly arrived. Holding his hammers ready, he awaits the creatures return.
[sblock=Actions]Bolstering stride to move near Aridha. Gain 16 temp hp.
Roll Lookup
Ready attack to twin strike worm if in melee or throw hammer throwing hammer if out of melee range. Normally I couldn't have either situation, but because I can draw and stow weapons as a free action, I believe it works out fine. If I get to twin strike, I'll use my bloodclaw craghammer to gain the extra damage, sacrificing 4 hp for an extra 8 damage. Don't forget hammer rhythm on a miss. Immediate reaction still goes to either cloak of displacement if a crit, otherwise unbreakable.[/sblock]
[sblock=Stats]
Hit Points: 135/139 Bloodied: 69
Healing Surges: 15/16 Healing Surge hp gained:39 HP
Action Points: 0
Speed: 5 squares
Armor Class: 34(36 until hit)
Fortitude Defense: 33
Reflex Defense: 31(33 until hit)
Will Defense: 30
Two-fold Torment, +22 vs AC(two attacks, must be against two targets), 1d10+17/1d10+15, push 3 squares and if have CA do 2 extra damage on each hit.
Appalling Crunch, +22 vs AC, 3d10+17, enemies within 2 squares of the target are marked. gain 5 temp hp (expended)
Landslide Strike, Can shift two squares before the attacks +22/21 vs AC(two attacks), 2d10+19/2d10+17(melee, main/off), or +21 vs AC(two ranged attacks, different targets), 2d8+16. (EXPENDED)
Boggling Smash, +22 vs AC, 3d10+22, the target is dazed and takes a -2 to attacks until end of my next turn.(expended)
Unbreakable, Immed Reaction, when hit by an attack, reduce the damage by 10
Bolstering Stride, Move action, Move 5 squares, ending adjacient to an ally and gain 2d8+5 temp hp.(EXPENDED)
Strikebacks(Immed React): Make a melee basic att against an adjacient foe that hits me. (expended)
Defensive Resurgance: Minor Action. I can spend a healing surge and gain a +2 to AC until the start of my next turn.
Spitting Cobra Stance: Minor Action, As an opportunity action you can make a ranged basic attack against any enemy within 5 squares that moves closer to you.
Quicksilver Stance: Minor Action, I can shift one square as a move action and make a basic attack, if I have combat advantage the attack does an extra 4 damage
Smash and Grab: Must have a hand free, +22 vs AC, 3d10+22 and I grab the target, each time I sustain the grab I do 1d10+17 damage.
Eruption of Steel: (Melee. Two attacks, main/off)+22/21 vs AC. 2d10+19/2d10+18(miss half damage). Make a secondary attack against a different creature +22/21 vs AC. 1d10+19/1d10+18(miss half damage)
If ranged: Primary attacks: +21/+21 vs AC. 2d8+16/2d8+16(miss for half): Secondary attacks, must be against two different targets: +21/+21 vs AC. 1d8+16/1d8+16(miss for half)
Voidcrystal Armor: Immed Reaction, use when att misses my AC. Weapon used to attack does half dam(save ends), if attacker was unarmed, instead they take ongoing 10 dam(save ends)
Battering Craghammer: Make a melee basic attack vs all enemies in a blast 3.
Dwarven Boots(Immed Inter): Use when power would push, pull, slide, or knock prone. Attacker rerolls and used second attack even if lower.
Cloak of displacement: II: Use when hit by melee or ranged att, Attacker must reroll and use second result even if lower, if attacker misses I can teleport one square. [/sblock]