Cyclone punches with two mighty blows, (AC 31 and 30; 13 and 10 damage;
Roll Lookup).
Eleven fires off a pair of bolts of divine energy either at Cyclone's horror if it still stands or another injured one (Tyrroth's), firing them sequentially to pick off nearly dead targets (range 300 ft, touch AC 31 and touch AC 18; 21 and 20 damage respectively;
Roll Lookup).
OOC: we will probably need to come back to Tyrroth, what he wants to do isn't clearly spelled out in the rules...
"There is a nexus betwixt ours and a hypercomplex plane over there!" Indicating the space with a nod of his grotesquely transformed head.
"Even my advanced knowledge of spacetime can't fathom its purpose or delineation. I wish to investigate it. Do not enter. Use these things as... probes."
He then tries to grapple the tentacled horror, activating his gloves in the process, and THROW it into the transdimensional nexus.
OOC I don't know exactly how he should resolve this. He can take up to five attempts/attack actions, with three at full grapple, if he activates his boots and flurries (i.e. Grapple +42/+42/+42/+37/+32). He has a strength of 36 so this should be doable right????
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Combat stats
[sblock=Eleven: ]AC 25 or 29 vs evil, Fort +9 or +13 versus evil, Reflex +8 or +12, Will +10 or +14; SR 28, DR 10 evil and cold iron, immune to electricity and petrificaton, resist fire and cold 10, tongues, incorporeal; Aura: greater magic circle and lesser globe of invulnerability out to 20 feet; [/sblock]
[sblock=Cyclone (within the aura): ]AC 26 or 30, Fort +11 or +15, Reflex +22 or 26, Will +9 or +13, DR 10/-, elemental traits; greater magic circle and lesser globe of invulnerability.[/sblock]
[sblock=Tyrroth (outside of aura): ]
AC 63 (with boots of speed if needed).
Combat focused: Will +30 (+32 vs enchantment), fast healing 4, +8 to resist grapple checks (will also use his gloves as an immediate action if grappled to raise this to +50).
He gets no new net hp from the vampiric touch unless he has taken damage before his strike hits.
polymorph =
Str 36, Dex 30, Con 30;
Grapple +34 (or up to +50); 10ft space/10ft reach; Speed 80, Fly 110 (average); Fort +24, Reflex +26; AC 58, touch 33, non-corporeal touch 39; additional +8 to strength checks, +4 to concentration and dexterity checks except hide which is at a net +0; Melee attack: unarmed strike +31/+26/+21 (3d8+17; +4 vs DR); Ranged Attack +24 dagger +1 (1d4+14);
+ false life (200 hp) + shield (+4 AC) + mirror image (+6 images)
plus numerous other defenses/special qualities to be aware of:
Spell Resist 23, 20% miss chance, DR 10/magic versus ranged attacks, immune to negative dominant trait and negative levels, immune to cold and air effects, resist acid/electricity/fire 10, DC 31 caster level check required to be observed via divinations, immediately aware of any attempts to be observed, can see invisible/ethereal creatures and magical auras, can understand and speak all languages.
[/sblock][/QUOTE]