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<blockquote data-quote="Flamestrike" data-source="post: 8563369" data-attributes="member: 6788736"><p>You need to remember, when looking at its stats, its effectiverely fighting this:</p><p></p><p><strong>The PCs:</strong></p><p>Medium humanoid, LJ (Leeroy Jenkins) alignment</p><p>HP: 500</p><p>AC: 20</p><p>Saves, +10 to all.</p><p>Condition immunities: All (see below)</p><p></p><p><strong>Special</strong>: The PCs get 5 turns every round; at Initiative counts 20, 16, 12, 6 and 4. On each of these turns select one of the following actions. Once an action has been used, the PCs cant use it again till the same initiative count on the next round:</p><p></p><p>1) <strong>Fight</strong>! The PCs make 6 ranged attacks at +10, dealing 1d8+1d10+15 (25) damage on each attack that hits. Once the PCs have used this action, the number of attacks drops to 3 in subsequent rounds.</p><p>2) <strong>Wizard stuff: </strong>Pick any spell of 8th level or lower that appears on the Wizard spell list. The PCs cast this spell, ignoring concentration.</p><p>3) <strong>Holy wrath</strong>: Pick any spell of 8th level or lower that appears on the Cleric spell list. The PCs cast this spell, ignoring concentration.</p><p>4) <strong>Sneaky stab</strong>: The PCs makes a single melee attack with advantage at +10. If successful the attack deals 4d8+8d6+7 (50) damage.</p><p>5) <strong>Smite</strong>! The PCs make 2 melee attacks at +10, dealing 6d8+5 (35) damage on each hit. The PCs then cast greenflame blade as a bonus action, hitting at +10 and dealing 8d8+5 (40) damage on a hit.</p><p></p><p>For every 100 points of damage done to the PCs, they lose one of those extra turns (determined at random) and one of those actions (determined at random) until they receive any magical healing. In addition if the PCs fail a save that would have made them incapacitated or stunned, they lose one action (and turn) for a single round as well.</p><p></p><p><strong>Magic weapons</strong>: The PCs weapons are magical.</p><p></p><p>That's what your NPC monster is effectively fighting.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 8563369, member: 6788736"] You need to remember, when looking at its stats, its effectiverely fighting this: [B]The PCs:[/B] Medium humanoid, LJ (Leeroy Jenkins) alignment HP: 500 AC: 20 Saves, +10 to all. Condition immunities: All (see below) [B]Special[/B]: The PCs get 5 turns every round; at Initiative counts 20, 16, 12, 6 and 4. On each of these turns select one of the following actions. Once an action has been used, the PCs cant use it again till the same initiative count on the next round: 1) [B]Fight[/B]! The PCs make 6 ranged attacks at +10, dealing 1d8+1d10+15 (25) damage on each attack that hits. Once the PCs have used this action, the number of attacks drops to 3 in subsequent rounds. 2) [B]Wizard stuff: [/B]Pick any spell of 8th level or lower that appears on the Wizard spell list. The PCs cast this spell, ignoring concentration. 3) [B]Holy wrath[/B]: Pick any spell of 8th level or lower that appears on the Cleric spell list. The PCs cast this spell, ignoring concentration. 4) [B]Sneaky stab[/B]: The PCs makes a single melee attack with advantage at +10. If successful the attack deals 4d8+8d6+7 (50) damage. 5) [B]Smite[/B]! The PCs make 2 melee attacks at +10, dealing 6d8+5 (35) damage on each hit. The PCs then cast greenflame blade as a bonus action, hitting at +10 and dealing 8d8+5 (40) damage on a hit. For every 100 points of damage done to the PCs, they lose one of those extra turns (determined at random) and one of those actions (determined at random) until they receive any magical healing. In addition if the PCs fail a save that would have made them incapacitated or stunned, they lose one action (and turn) for a single round as well. [B]Magic weapons[/B]: The PCs weapons are magical. That's what your NPC monster is effectively fighting. [/QUOTE]
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