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<blockquote data-quote="Fradak" data-source="post: 7465520" data-attributes="member: 6805410"><p>The group reacted quickly, but more were coming. Chrysagon stepped forward to stand between the two tents and took a deep breath before closing his eyes. </p><p><strong> "And when the night is darkest, The places that have never known light, I will go with you and I will burn bright!"</strong></p><p></p><p>Then the symbol engraved in Chrysagon's shield ignited, ready to unleash the power of Kelemvor, the Judge of the Damned.</p><p></p><p></p><p>[ooc]Chrysagon waits for the Ghouls to come close to him as he is the first target they should see while coming out. Then he turns them and send them back in the tents. The factor here is not the number of Undead (no limit) but the range (30ft). It affects also the Ghouls who hear him but don't see him yet. The Undead who resist the turn have to bypass the Sanctuary in order to attack Chrysagon, or chose an other target, which they can't do I suppose as he is isolated from the group (and so, lose their attack).</p><p></p><p><strong>Movement:</strong> AH24</p><p><strong>Bonus Action:</strong> Sanctuary (Wis save DC 13 or lose the attack)</p><p><strong>Action:</strong> Ready</p><p><strong>Reaction:</strong> Turn the Unholy (Wis save DC 13 or turned for 1 min)</p><p></p><p><strong>Turn the Unholy:</strong> As an action, you can make any fiend or undead, provided that it's within 30 feet and that can see or hear you, make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.</p><p></p><p><strong>Sanctuary: </strong>You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.</p><p>If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.</p><p>[/ooc]</p><p>[sblock=StatBlock]<strong><strong>HP:</strong></strong> 28/28 <strong><strong>HD:</strong></strong> 3/3d10</p><p><strong><strong>AC:</strong></strong> 18 (Resist Nec & Rad)</p><p><strong>PP:</strong> 10</p><p>=============</p><p><strong><strong>Divine Sense:</strong></strong> 4/4</p><p><strong><strong>Lay on Hands:</strong></strong> 15/15 hp</p><p><strong><strong>Healing Hands:</strong></strong> 3/3 hp</p><p><strong><strong>Channel Divinity:</strong></strong> 0/1</p><p><strong><strong>Spell slots: </strong></strong>1st: 2/3</p><p><strong> <strong>Concentration</strong>:</strong></p><p><strong>Active Spell :</strong> Sanctuary</p><p>=============</p><p><strong><strong>Equipment:</strong></strong></p><p>Javelins: 5/5</p><p>Health Potions: 0/0</p><p>Coins: 29 gp</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Fradak, post: 7465520, member: 6805410"] The group reacted quickly, but more were coming. Chrysagon stepped forward to stand between the two tents and took a deep breath before closing his eyes. [B] "And when the night is darkest, The places that have never known light, I will go with you and I will burn bright!"[/B] Then the symbol engraved in Chrysagon's shield ignited, ready to unleash the power of Kelemvor, the Judge of the Damned. [ooc]Chrysagon waits for the Ghouls to come close to him as he is the first target they should see while coming out. Then he turns them and send them back in the tents. The factor here is not the number of Undead (no limit) but the range (30ft). It affects also the Ghouls who hear him but don't see him yet. The Undead who resist the turn have to bypass the Sanctuary in order to attack Chrysagon, or chose an other target, which they can't do I suppose as he is isolated from the group (and so, lose their attack). [B]Movement:[/B] AH24 [B]Bonus Action:[/B] Sanctuary (Wis save DC 13 or lose the attack) [B]Action:[/B] Ready [B]Reaction:[/B] Turn the Unholy (Wis save DC 13 or turned for 1 min) [B]Turn the Unholy:[/B] As an action, you can make any fiend or undead, provided that it's within 30 feet and that can see or hear you, make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. [B]Sanctuary: [/B]You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends. [/ooc] [sblock=StatBlock][B][B]HP:[/B][/B] 28/28 [B][B]HD:[/B][/B] 3/3d10 [B][B]AC:[/B][/B] 18 (Resist Nec & Rad) [B]PP:[/B] 10 ============= [B][B]Divine Sense:[/B][/B] 4/4 [B][B]Lay on Hands:[/B][/B] 15/15 hp [B][B]Healing Hands:[/B][/B] 3/3 hp [B][B]Channel Divinity:[/B][/B] 0/1 [B][B]Spell slots: [/B][/B]1st: 2/3 [B] [B]Concentration[/B]: Active Spell :[/B] Sanctuary ============= [B][B]Equipment:[/B][/B] Javelins: 5/5 Health Potions: 0/0 Coins: 29 gp [/sblock] [/QUOTE]
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