The Hunted: Demons Rifts, Round 2
Mab moves up towards the big demon, hitting it with a smartly thrown knife despite the rocks in the way.
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The Demon swings up at Earth from where he has it pinned against the rocks, bone spurs on its arm exploding into fragments that tear into the elemental.
The last Demonling charges Devinihm, killing a few bugs while two more appear from the small rifts.
The demon in the large rift claws its way slowly closer to reality.
[sblock=Mab's actions]
Move: Move to M11. Stealth check from cover: 1d20+17=20, success.
Standard:
Sly Flourish(+2 CA, -2 cover, -2 prone): 1d20+9=25 AC, hit, 1d4+8+2d6=22 damage.[/sblock]
GM: | Earth's Start-of-round save: 1d20+2=9, fail. Earth takes 5 damage. End of round: 1d20+2=15, saved.
DMDanW: I miscounted the range to the big Demon. My bad. I'll change the effect to go to the demon instead(which won't heal but will still reduce its defenses) | |
[sblock=Arcana DC 20, minor action]The smaller rifts are fairly unstable. If someone could get adjacent to one they could close it with a Standard Action DC 20 Arcana check. The larger rift looks more more stable, it will take 5 Standard Action DC 20 Arcana checks to close, though these attempts may be made from up to 3 squares away.[/sblock]
[sblock=Enemy Actions]
Horned Demon 1:
Spined Fist(reach 2, -2 prone): 14 AC vs Earth, miss, 5 ongoing damage(save ends), Horned Demon takes 5 damage.
Hunter Demonling 3:
Elemental Reflection(When takes elemental damage from Raijin): Raijin takes 5 fire damage.
Hunter Demonling 4: Move, charge to N16,
Claws(+1 charge, +1 damage
Demon Rage): 19 AC vs Devinihm, hit, 6 damage reduced to 3 and grants CA to Devinihm.
Small Rift 2:
Hunter Demonling 5 appears adjacent.
Small Rift 4:
Hunter Demonling 6 appears adjacent.
Large Rift:
Horned Demon 2 visible. Will emerge in 3 rounds.[/sblock]
[sblock=Combatants]
Earth:
J12,
5 damage taken,
5 ongoing damage(save ends),
Form of the Thunder Mountain
Xander:
O12
Mab:
M11
Devinihm:
N15,
3 THP,
5 damage taken,
DR4
Illarion:
L8,
+1 AC
Raijin:
F10,
5 damage taken,
grants CA,
-5 to attacks
Horned Demon 1:
H12-I13, 48 damage taken,
marked(Earth),
can't stand up from prone,
-2 defenses,
14 damage when stands up from prone,
prone,
shroud(Illarion)
Horned Demon: ?? Max HP, 17 AC, ?? Fort, ?? Ref, ?? Will, ?? Resist, ?? Vulnerability. MBA: Spined Strike: +8 vs AC, 2d10+3 damage, miss: 5 ongoing damage(save ends) and the Horned Demon takes 5 damage. Demon Rage(Aura 5): Demons in the aura deal +1 damage per demon adjacent to the target they are attacking.
Hunter Demonling 4:
N16,
grants CA to Devinihm
Hunter Demonling 5:
G19
Hunter Demonling 6:
N21
Hunter Demonling: ?? Max HP, ?? AC, 15 Fort, ?? Ref, 14 Will, ?? Resist, ?? Vulnerability. MBA: Claws: +8 vs AC, 5 damage. Elemental Reflection(Free, when takes acid, cold, fire, lightning, or thunder damage from a target within 5 squares): Deal 5 of the same type of damage to the attacker.
Hunter Demonlings destroyed: 3
Spinetail Demonling: Minion, 17 AC, ?? Fort, ?? Ref, ?? Will, ?? Resist, ?? Vulnerability. MBA: ??
Spinetail Demonlings destroyed:
1
Large Rift:
A14-B15,
Horned Demon 2 emerges in 3 rounds.
Small Rift 1:
A7(4 squares up on cliff)
Small Rift 2:
F20
Small Rift 3:
O22
Small Rift 4:
M1[/sblock]
[sblock=Terrain]The smaller rocks in the middle and sides of the battlefield require a DC 15 Athletics check or are considered difficult terrain that costs 3 squares of movement to traverse instead of 2. It provides cover.
The cliffs (A1-E8) require DC 18 Athletics(Climb) checks to ascend.[/sblock]