Episodes

Ep 23 – Goat On The Water

Come with me, and you’ll be in episode 23. Live on Apple, Google, Podbean, and Stitcher. Join us every Tuesday!

In this episode:

    • A cool ability you don’t get to hear
    • A cool ability you do get to hear
    • Man, what a cool fight. We should all tell the DM how much we love her.

– SMG

https://www.podbean.com/media/player/udmav-aa9c9c?from=yiiadmin&download=1&version=1

 

Bonus! Below are the stats I pulled together for the big baddy. 

 

When entering the “lair-like” area around the lake:
– Slow is “cast” on anyone who fails a DC 15 Wisdom saving throw and lasts for one minute, an affected PC must make a wisdom save at the end of each turn, leaving from the engagement will remove the effects, re-entering will re-apply them if the PC fails the saving throw again

 

Main Baddy Stats
Large monstrosity, lawful evil
AC 15, natural armor
HP 124
Speed 30, swim 60
PP 14
Immunities: sleep or charm by magical means

STR: 16, +3
DEX: 11, +0
CON: 15, +4
INT: 7, -2
WIS: 15, +2
CHA: 16, +3

Makes three melee attacks or one melee attack and a tail slap
ram attack: melee weapon attack, +6 to hit, reach 5 ft, one target, hit 1d12 + 4 bludgeoning
claw attack: melee weapon attack, +6 to hit, reach 5 ft, one target, hit 2d6 + 4 slashing
tail attack: melee weapon attack, +6 to hit, reach 5 ft, one target, hit 2d8 + 4 bludgeoning
tail slap (thunderwave): 15 ft cube from tail, constitution saving throw DC 15, on fail take 2d8 force damage and pushed 10 ft, on success take half

As an action, instead of the above, can call an individual into the water, must make a DC 15 wisdom saving throw, on a fail the individual must expend their movement to move into the water and stay under 1d4 turns, make another save at the end of each turn; recharges on 5 or 6

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