Quickleaf
Legend
GM POST
Logrim's wrench slamming on the zombie's knuckles is enough distraction to allow Ludo to tear one of its hands clean off with a swoop of its sharp claws – the hand is tossed through the illusory wall and flops around on the ground where Jack can see it.
The zombie-in-the-wall had been standing atop another zombie. Logrim and Ludo's combines assault is enough to imbalance the zombies, sending them toppling backward through the illusory wall with a momentary shimmer. Beyond, the sound of thudding bodies.
For a moment, Alma contacts the tattered remnants of the burning zombie's mind. Envy. Broken promises. Loyalty only as far as vengeance fulfilled. Its skin crackles like burning vellum – and it should die, just like the zombie Logrim faces should have died – yet instead it turns to Alma and mutters, "Ak..rrrr....ksss...sssll..."
Logrim's wrench slamming on the zombie's knuckles is enough distraction to allow Ludo to tear one of its hands clean off with a swoop of its sharp claws – the hand is tossed through the illusory wall and flops around on the ground where Jack can see it.
The zombie-in-the-wall had been standing atop another zombie. Logrim and Ludo's combines assault is enough to imbalance the zombies, sending them toppling backward through the illusory wall with a momentary shimmer. Beyond, the sound of thudding bodies.
For a moment, Alma contacts the tattered remnants of the burning zombie's mind. Envy. Broken promises. Loyalty only as far as vengeance fulfilled. Its skin crackles like burning vellum – and it should die, just like the zombie Logrim faces should have died – yet instead it turns to Alma and mutters, "Ak..rrrr....ksss...sssll..."
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visible (depending)
- bonfire one-eyed hp
131131 Mind Slivered -3 next save - speared hp
134 - cold-damaged hp 10
- dwarf horn over shoulder hp 13
- grappling Ludo (can't be seen but you know its position, disadvantage to attack it) hp
1381 - zomb-pyramid hp 13
Destroyed on critical, radiant reducing to 0 hp, or 20+ damage from one attack. If you deal ≤19 damage, compare to sequence of pre-rolled “saves”, if “save” ≥ damage dealt, zombie remains a threat:
7, 5, 2, 1, 20 /
20, 15, 17, 9, 11 /
15, 12, 13, 11, 7 /
13, 16, 15, 15, 8 /
18, 9, 8, 18, 11 /
20, 15, 17, 9, 11 /
15, 12
13, 16, 15, 15, 8 /
18, 9, 8, 18, 11 /
Brydum hp 13 9, Rurm hp 13 9, Angrom hp 13; AC 18 (chain mail, shield), speed 25; Str +2, Dex +0, Con +2, Int +0, Wis +0, Cha +0; advantage save vs. poison / resistance to poison; darkvision 60 ft, passive perception 10; Battleaxe +4 hit, 6 (1d8+2) dmg; Light Crossbow +2 hit, 80/320 ft, 4 (1d8) dmg; Defender (reaction): if a creature attacks the dwarf or a creature within 5 feet of the dwarf while it is wielding a shield, the dwarf can use a reaction to give the attacking creature disadvantage on the attack roll.
As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.
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