Flint rushes to Corsa and attempts to rip the darkmantle from her but is unable to muscle the creature off.
Loosh gingerly attempts to attack the creature trying not to harm Corsa and manages to hit it slightly.
Lal attached the darkmantle dealing a moderate amount of damage.
Giana produce a ball of flame and throws it at the creature scorching its flesh.
Corsa drops her torch, which falls to the ground but remains lit, and attempts to no avail to remove the darkmantle from her.
Vin launches a bolt of fire at the mysterious creature but it flies right by it.
Harb closes in on the creature and Corsa but being cautious he fails to land a blow.
The darkmantle moves it way up Corsa’s body and wraps around her head continuing to constrict.
The second darkmantle drops from the ceiling and races towards Lal, but it fails to attach.
GM: |
I don’t think I got an initiative roll for Harb so I put him at the end.
Corsa is blinded and cannot breathe.
D2 is in the same square as Lal, (hard to squeeze in on the map) but is not attached.
[sblock=Initiative]
Flint 22
Loosh 19
Lal 15
Giana 14
Corsa 13
Vin 13
Harb?
[/sblock]
[sblock=AC and Conditions]
Flint 14 HP 22/22
Harb 19 HP 28/28
Lal 15 HP 25/25
Corsa 13 HP 13/26
Vin 14 (17 mage, 20 BS) HP 20/20
Giana 16 HP 24/24
Loosh 16 HP 21/21
D1 11 HP 2/22
D2 11 HP 22/22 [/sblock]
[sblock=Darkmantle]
Small monstrosity, unaligned
AC 11 HP 22 SPD 10, Fly 30ft
STR +3, DEX, +1, CON+1, INT (-4), WIS 0, CHA (-3)
Stealth +3, Blindsight 60ft, PP 10
Echolocation, can’t use blindsight while deafened
False Appearance is indistinguishable form cave formation if motionless
Actions
Crush. Melee 5ft +5 to hit 1d6+3 and it attaches to target. If target is medium or smaller and the darkmantle has advantage of the attack roll, it attaches by engulfing the target’s head, and the target is also blinded and unable to breathe while the darkmantle is attached this way.
While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle’s speed also becomes 0, it can’t benefit from any bonus to its speed, and it moves with the target.
A creature can detach the darkmantle by making a DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.
Darkness Aura (1/day) A 15 foot radius of magical darkness extends out from the darkmantle, moves with it and spreads around corners. The darkness lasts as long as the darkmantle remains concentration up to 10 minutes. Darkvision can’t penetrate this darkness and no natural light can illuminate it. If any darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. [/sblock]
[sblock=Rolls]
D1 attack on Corsa with advantage: 2D20.HIGH(1)+5 = [1, 17]+5 = 22
D1 damage to Corsa: 1D6+3 = [2]+3 = 5
D2 attack on Lal: 1D20+5 = [3]+5 = 8
[/sblock]
[sblock=Map]

[/sblock]
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