GM: | Initiative. Only one spider is present in the 1st round, no one is surprised. There are four other hidden spider spread throughout the courtyard.
Attercop Initiative: 1D20+3 = [13]+3 = 16. I like group Initiatives for PBP so which ever side wins initiative, the whole group goes first. At the present time, Ursa is in the courtyard. The giant spider is 20ft away from here. There are four other dark tunnels that Caranthir and Ulfred saw, between 20 and 40ft from her. Beldor is 60 feet away from her. Caranthir is at the top of the wall and 40 feet from Beldor. All the spiders (when the appear next round) will be within 40ft or less of him, and Heimdar is right next to him. Ulfred is 10ft from where Ursa is and the spiders and Belder are all an extra 10ft past Ursa.[sblock=Attercop]Medium monstrosity
STR 12 (+1), DEX 17 (+3), CON 12 (+1), INT 12 (+1), WIS 11 (+0), CHA 8 (-1)
Armour Class 14 (natural armour)
Hit Points 22 (4d8+4)
Speed 30 ft, climb 30 ft
Skills Intimidation +1, Perception +4, Stealth +5
Senses darkvision 60 ft, passive Perception 14
Languages Westron, Orkish
Perceptive: Attercop have expertise with their Wisdom (Perception) checks.
Spider Climb. The Attercop can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While the Attercop is in contact with a web, it knows the exact location of any other creature in contact with the same web.
Web Walker. An Attercop ignores movement restrictions caused by webbing.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 1d6+3 piercing damage.
Sting. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 1d4+1 poison damage. The victim must make a DC 13 Constitution saving throw or be Stunned until the end of the Attercop’s next turn. If this damage reduces the hero to 0 hit points, they become Poisoned until they take a short rest.
Web (Recharge 5-6). Melee Weapon Attack: +5 to hit, range 30/60 ft, one Large or smaller creature. Hit: The creature is Restrained by webbing. As an action, the Restrained creature can make a DC 13 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage and immunity to bludgeoning, poison and psychic damage.[/sblock]Hero's Actions and Rolls? | |