Eleasis-Gerd 11Day
251: ☀️ Colder and wetter air is moving in. High: 84°F Low: 57°F
Wind: 0 mph
They encouneer 2 Otyugh in the m9rning 10:0
A 120 Prey
B 118 Prone
-10-23-13 Dan -20-19 Lor -27-31 Ro
-12-6-13 Lu -12-12 Jed -34-13
Lor -10 Dan -25 Ro
Ro Grapp and Lu
Init: Dan 17, Val-15, Lu 12, Ro 9, Monsters 10, Lor 5
Round 1 - Suprise to all but Danny-firing off an arrow Ro and Val
are close
Round 2 - Val-Summons bear totem, Lu casts Blur
Round 3 - Dan-slayers prey
Round 4 -
Round 5 -
They harvest some teeth! They heal some and take a short rest.
They camp and find a nice place.
Night Enc. - Xorn
It gestures and says in Terran "can I have food?"
Val tries to talk to it but can't.
They throw a set of chain mail, heavy plate, flail at it and it
eats it up!
They get Eps for making friends.
That night the rain comes in.
Eleasis-Gerd 12Day 252: ☀️ High: 81°F Low: 57°F Wind: 0 mph
No Enc - They reach a small river and the trail leads along side
it for a mile or so leading to the town which is on both sides.
They get to Kingsholm about 5:30.
They contact Malia who takes them to the inn to talk.
They find the inn small but nice enough. Their food and board are
on Malia as long as they do good work.
They sleep on cots with their wet clothes at the fire.
Time stop the next day.
Xorn -
Medium elemental, neutral
Armor Class 19 (natural armor)
Hit Points 73 (7d8 + 42)
Speed 20 ft., burrow 20 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
17 (+3) |
10 (+0) |
22 (+6) |
11 (+0) |
10 (+0) |
11 (+0) |
Skills Perception +6, Stealth +3
Damage Resistances piercing and slashing from
nonmagical attacks that aren't adamantine
Senses darkvision 60 ft., tremorsense 60 ft.,
passive Perception 16
Languages Terran
Challenge 5 (1,800 XP)
Earth Glide. The xorn can burrow through
nonmagical, unworked earth and stone. While doing so, the xorn
doesn't disturb the material it moves through.
Stone Camouflage. The xorn has advantage on
Dexterity (Stealth) checks made to hide in rocky terrain.
Treasure Sense. The xorn can pinpoint, by scent,
the location of precious metals and stones, such as coins and
gems, within 60 feet of it.
Multiattack. The xorn makes three claw attacks
and one bite attack. Claw.
Melee Weapon Attack: +6 to
hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing
damage.
Bite. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target.
Hit: 13 (3d6 + 3) piercing
damage.
Otyugh
Large aberration, neutral
Armor Class 14 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
16 (+3) |
11 (+0) |
19 (+4) |
6 (−2) |
13 (+1) |
6 (−2) |
Saving Throws Con +7
Senses darkvision 120 ft., passive Perception 11
Languages Otyugh
Challenge 5 (1,800 XP)
Limited Telepathy. The otyugh can magically
transmit simple messages and images to any creature within 120
feet of it that can understand a language. This form of telepathy
doesn't allow the receiving creature to telepathically respond.
Multiattack. The otyugh makes three attacks: one
with its bite and two with its tentacles.
Bite. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target.
Hit: 12 (2d8 + 3) piercing
damage. If the target is a creature, it must succeed on a DC 15
Constitution saving throw against disease or become poisoned until
the disease is cured. Every 24 hours that elapse, the target must
repeat the saving throw, reducing its hit point maximum by 5
(1d10) on a failure. The disease is cured on a success. The target
dies if the disease reduces its hit point maximum to 0. This
reduction to the target's hit point maximum lasts until the
disease is cured.
Tentacle. Melee Weapon Attack: +6 to
hit, reach 10 ft., one target.
Hit: 7 (1d8 + 3)
bludgeoning damage plus 4 (1d8) piercing damage. If the target is
Medium or smaller, it is grappled (escape DC 13) and restrained
until the grapple ends. The otyugh has two tentacles, each of
which can grapple one target.
Tentacle Slam. The otyugh slams creatures
grappled by it into each other or a solid surface. Each creature
must succeed on a DC 14 Constitution saving throw or take 10 (2d6
+ 3) bludgeoning damage and be stunned until the end of the
otyugh's next turn. On a successful save, the target takes half
the bludgeoning damage and isn't stunned.