Thanee
First Post
Allyra
Allyra waits to see, whether her fellow warriors and summoned minions are able to deal with this threat.
Only, if Turo is still threatened by the creature, will the wizardess step in and free the gnome with a spell, that turns him into a gaseous cloud.
OOC: Allyra delays behind the Apes. If the monster is still active after the attacks, she will move in and cast Gaseous Form on Turo, allowing him to free himself.
Attacks: (Rolls)
Ape #1 AC 17 DMG 13; AC 29 DMG 8; AC 11 DMG 9.
Ape #2 AC 22 DMG 10; AC 16 DMG 11; AC 14 DMG 7.
Ape #3 AC 30 DMG 12; AC 23 DMG 9; AC 11 DMG 4.
[SBLOCK=Summoned Ape]Fiendish Ape: large magical beast (extraplanar); HD 4; hp 37; Init +2; Spd 30 ft., climb 30 ft.; AC 14, touch 11, flat-footed 12; Base Atk +3; Grp +14; Atk/full Atk 2 claws +9 melee (1d6+7) and bite +4 melee (1d6+3); Space/Reach 10 ft./10 ft.; SA smite good 1/day (+4 dmg vs good); SQ low-light vision, darkvision 60 ft., scent, damage reduction 5/magic, cold and fire resistance 5, spell resistance 9; AL NE; SV Fort +8, Ref +6, Will +2; Str 25, Dex 15, Con 18, Int 3, Wis 12, Cha 7.
Skills and Feats: Climb +16 (can always Take 10), Listen +6, Spot +6; Alertness, Toughness.[/SBLOCK]
Allyra waits to see, whether her fellow warriors and summoned minions are able to deal with this threat.
Only, if Turo is still threatened by the creature, will the wizardess step in and free the gnome with a spell, that turns him into a gaseous cloud.
OOC: Allyra delays behind the Apes. If the monster is still active after the attacks, she will move in and cast Gaseous Form on Turo, allowing him to free himself.
Attacks: (Rolls)
Ape #1 AC 17 DMG 13; AC 29 DMG 8; AC 11 DMG 9.
Ape #2 AC 22 DMG 10; AC 16 DMG 11; AC 14 DMG 7.
Ape #3 AC 30 DMG 12; AC 23 DMG 9; AC 11 DMG 4.
[SBLOCK=Summoned Ape]Fiendish Ape: large magical beast (extraplanar); HD 4; hp 37; Init +2; Spd 30 ft., climb 30 ft.; AC 14, touch 11, flat-footed 12; Base Atk +3; Grp +14; Atk/full Atk 2 claws +9 melee (1d6+7) and bite +4 melee (1d6+3); Space/Reach 10 ft./10 ft.; SA smite good 1/day (+4 dmg vs good); SQ low-light vision, darkvision 60 ft., scent, damage reduction 5/magic, cold and fire resistance 5, spell resistance 9; AL NE; SV Fort +8, Ref +6, Will +2; Str 25, Dex 15, Con 18, Int 3, Wis 12, Cha 7.
Skills and Feats: Climb +16 (can always Take 10), Listen +6, Spot +6; Alertness, Toughness.[/SBLOCK]