Round 174: Trix hits with both claws (worst roll 22), but misses with bite (rolled 17). Trix deals 2 points of damage, and the lizard is poisoned once for 4 Dex damage. The lizard has 22 HP remaining, and Dexterity 14.
The pathetic lizard backs up to 60N35E and manages only one claw hit, dealing 9-5=4 points of damage. Trix has 9 HP remaining. Go ahead, Trix.
OOC: Sorry to probably make this annoying for you...
Trix withdraws 5ft away and then straight up (hoping it doesn't have reach) to a height of 30ft. Next round he will cast invisibility and then he will wait one more round and then dive in for an attack (charge), only staying in melee until one or the other hits. The overall plan is to wait out for a minute and hope that the secondary, much stronger poison kicks in while keeping himself safe and fast healing every 3 rounds (although 4 might work, 3 will have an extra round for insurance against the draw). He does not want a draw, however, and will follow Mr. Lizard around (Trix should be faster). I hope the Lizard can't burrow.
OOC: Let me know if these tactics are relatively clear as mud or if you want to do round by round.
Round 175: Trix withdraws and heals to 11 hp. Lizard waits.
Round 176: Trix turns invisible and heals to 13 hp. Lizard waits.
Round 177: Trix dive attacks and hits for 2. The lizard resists the poison and claws for 9-5=4, backing up to 60N40E. Lizard has 20 hp left, Trix has 9 hp left.
Round 178: Trix heals to 11 hp and withdraws. The lizard waits.
Round 179: Trix heals to 13 hp and turns invisible. Lizard waits.
Round 180: Trix dive attacks and hits for 2. The lizard resists the poison and misses, backing up to 60N45E. The lizard has 18 hp left.
Round 181: Trix withdraws. The lizard waits.
Round 182: Trix turns invisible. The lizard waits.
Round 183: Trix dive attacks and hits for 2. The lizard succumbs to both poisons (this attack and the one from 1 minute ago) and takes 8 Dex damage total. It fails to grab Trix. (rolled 9 vs. 10 Grp check) The lizard has 16 hp and 6 Dex left.
Round 184: Trix withdraws. The lizard takes 6 Dex damage from a previous attack and falls to the ground, unable to move. It is defeated!
Please position Trix before the next doomed opponent arrives.
Round 185: A large humanoid elephant with two trunks thunders into the arena to 60N110E with a morningstar in one hand and a javelin in the other. Winnifred hurls the javelin at Trix, missing completely.
Trix becomes invisible and then flies to 60N95E35Z. I'm guessing this creature isn't an outsider or elemental (knowledge planes)? Trix's plan will remaing pretty much the same. Dive for an attack and then withdraw to become invisible. Dragging the combat out so that the secondary, stronger poison effect, has a chance to work. Giving fast healing time to work is a big bonus, too.
Round 186: Trix is invisible, the elephant is waiting, grabbing her morningstar in both hands.
Round 187: Trix hits easily (rolled 26+2 (charge)+2 (invisible) =30) for 3 points of damage. Winnifred has 24 HP left and resists the poison (rolled 22 Fort).
Winnifred moves to 65N110E and hits with her morningstar and one of her two trunks. The trunk does no damage, but the morningstar hits for 13-5=8 points of damage. Trix has 5 HP remaining.
Round 188: Trix heals up to 7 HP and withdraws, provoking an AoO. Winnifred hits with her morningstar for 13-5=8 points of damage. Trix is at -1 HP and dying. Winnifred moves to 60N80E and readies her morningstar for the next creature.
First in round 189 for Chaotic Evil is a bugbear (Monster Manual).
Bugsy steps into the arena to 60N0E and tosses his javelin. He then draws out his morningstar. Bugsy is none too pleased to be going up against Winnifred after its ass-kicking on Trix. C'mon, let's not kid ourselves here. Bugsy does not expect a Hall of Fame nomination.