DM A water whip materializes out of Chandan's hands and he tries to lasso the flaming skull with it and drag it to the ground. The water strikes it well enough to cause it damage, but not well enough to drag it to the ground.
FlameSkull Dex save Neptune rolled 1d20+3,1d20+3 and got 20, 14
You now know that it resists piercing damage and that it has magic resistance which gives it advantage on saves vs magic and magical effects, which the Water Whip is
Not seeing anything immediate she could do to damage the flameskull, the cleric decided to leave it for the moment to the attacks of her companion adventurers.
Instead, seeing the undead approach, Ryssa clutched her holy icon of Lathander and submitted an intense prayer to her deity in an attempt to destroy or at least turn away the undead minions.
Upon being lashed by the water ship, the blurred, stuttering image of the flaming skull is suddenly clear. He hadn't intended it, but Chandan seizes the opportunity to hurl his spear at the creature.
[Thank crikey for that! Max roll on damage. 12 total.]
6 points. It's piercing damage and it's resistant. From where Ryssa is standing, none of the undead will need to save. I suggest moving her up.
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As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
DM Ryssa calls for Lathandar's holy light to ward away the foul undead. As his power passes through her holy symbol, it's glare frightens the three zombies up front. They turn to flee. The flameskull, however, resists the divine command.
Flameskull Wis Save vs Turning Neptune rolled 1d20+2 and got 16 Z1,Z3,Z4 Wis Save vs Turning Neptune rolled 1d20-2,1d20-2,1d20-2 and got 9, 12, 1
OK. We're up to Kriv, Davroar the spider and Jaliera.
[... and you've scared off some of the zombies. All-in-all, a good start. You guys lucked out on that poor initiative roll by the Flameskull. So now we need AJ, Dugan and Gypsy to act.]
The Dragonborn advanced to a better position, looking up at the flaming skull. He'd seen arrows bounce off it, so did not unsling his bow. It was wreathed in flame and seemed inured to Chandan's magic, so he did not unleash a firebolt or exhale the breath of his heritage. Instead, he began to spin.
Throwing away one's weapon was generally frowned upon by those in the combatant trades, but there were certain circumstances where it might come in handy.
Looking to forcefully throw the Maul at the skull, and then recall it via the weapon bond for the extra attack. I presume this may warrant a different roll than usual.
Indeed. Yes, this falls under the category "Improvised Weapon". I will allow you to revise your action if you so desire:
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IMPROVISED WEAPONS Sometimes characters don't have their weapons and have to attack with whatever is dose at hand. An improvised weapon indudes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin. In many cases, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.
An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.
Climbing up to the ceiling still as a spider, he will move forward in anticipating that he might be able to hit the skull with his web if it gets close enough to the ceiling. Davroar will not know how long his webbing would last against the skulls flames, but is willing to try.
The whole idea is that you are not proficient in hurling your maul. You studied using it as it should be used. As a hurled weapon, strength does not apply:
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For attacks with ranged weapons, use your Dexterity modifier for attack and damage rolls. A weapon that has the thrown property, such as a handaxe, can use your Strength modifier instead.
The general principle is that the DM should not say "no, you cannot do that", which is what many DMs would say. Instead, DMs are instructed to say "Yes, you can do it, but you should understand that it's less effective than using weapons meant to be used this way.
"Zombies not flying and on fire. Attack the flameskull, it's blurry defence is down!" He says anxiously to his companions, as he rumages for his throwing darts.
He hasn't thrown them in years, using them mostly for cleaning under his toenails, but with his spear gone, they were all he had to throw.
Then again, he might not need them if he can catch the flameskull with his water whip. A second attempt, yes...?
One last question: Is a Maul similar enough to a light hammer for the proficiency to apply when attempting to use it as one? Considerably larger, yes, but the fundamental principle is the same, and he would have trained in this use. Given that light hammers deal 1d4 damage in any case but have the thrown property.
The rule in the book is clear. Weight and balance are different. As for you being proficient, I would say you get to roll to hit with weapon proficiency and do 1d4 damage if you hit.
Jaliera plunks a zombie with an arrow and while the strike is solid, the zombie does not perish. Davroar, in spider form, moves across the ceiling to get into position to ensnare the flameskull in his webbing. He has serious doubts whether this will work, but at least he's getting into position.
ooc: I await AJ's decision and rolls on what to use against the enemy. BTW, I'm sorry if you feel I'm being too stern, but the way I see it, the tactical aspect of the game is to present challenges that players need to work around. This is one and the flameskull encounter is meant to be a tough one. BTW, Dugan, I'm going to rule that the green flame is mostly effect so in that regard, it wouldn't burn off on contact. There's nothing in the stat block that prohibits that like immunity to being restrained. On the other hand, it has a lot of defenses and some of it's powers will get it through that.
The Dragonborn released the hammer, watched it glance off, then recalled it to let fly once more. It wasn't the most damaging of techniques, but given this thing seemed to shrug off arrows and spells, at least a large, solid impact could put a few worrying cracks in it.
Kriv Hurling the maul, recalling the maul, hurling the maul AJ rolled 1d20+3,1d4,1d20+3,1d4 and got 12, 3, 18, 4
(rolls +1 if dex modifier for ranged attacks is used, otherwise straight proficiency.)
DM Luminmorn's maul strikes the flameskull and injures it but without it being in his hands when it hit, the weapon's damage is diminished. This just angered the flying skull and it retaliates by casting a fireball in the midst of all the heroes. It then flies to the far end of the cavern, across the narrow channel, trying to stay far away from the intruders. Luminmorn responds to the attack by blasting the tiny undead with eldritch energy. The paladin's aim is true.
The three zombies that were turned by Ryssa flee but the party sees four more zombies appear. They shamble forward but cannot reach their targets.
Flameskull Fireball Neptune rolled 8d6 and got 26
Luminmorn Edlritch Blast Neptune rolled 1d20+6,1d10 and got 20, 6
Everyone need to make a Dex save vs DC 13. If you make it, you take 13 points damage (half). On a fail you take 26.
The flaming skull is still the most dangerous player on the field. He draws a bead ... it was nice when your target was helpful, lighting itself up for him ... and lets fly.
Bern next shot at FS MikeD rolled d20+8,d8+3 and got 14, 6
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