Girlsdoporn e315

Razerblast Hochgeladen von

Razerblast Helden, Figuren Konzept, Charakterdesign, Charakter Ideen, Dungeons And Dragons, Mittelalterlich. Gemerkt von amoreperilcibo.se Razerblast Helden, Figuren Konzept, Charakterdesign, Charakter Ideen, Dungeons And Dragons, The. Gemerkt von amoreperilcibo.se Minecraft Statistiken razerblast | Zuletzt online: | Server: 2 | UUID (ID im Mojang-System): | Laden Sie die razerblast-Skin herunter. Razerblast Helden, Figuren Konzept, Charakterdesign, Charakter Ideen, The Elder Scrolls, Dungeons. Gemerkt von amoreperilcibo.se RazerBlast. Kopieren. 7/11/, AM. frogeltratt. Kopieren. 9/11/​, AM. ArcardeGames. Kopieren. 7/13/, AM.

Razerblast

Minecraft Statistiken razerblast | Zuletzt online: | Server: 2 | UUID (ID im Mojang-System): | Laden Sie die razerblast-Skin herunter. Feuersbrunst, Razerblast, Mittelgroß, Humanoider, Mensch, chaotisch böse, 5, , PotA, · , mz, Prinzen der Apokalypse. Flammenzorn. Ltd., GIGABYTE, Phanteks, COUGAR, akasa, Gainward Europe, Razer, BLAST Pro Series, Ninjas in Pyjamas, G2 Esports, FaZe Clan, Kingston Technology.

Razerblast Video

BEST Raze spawn peeks on Valorant

Razerblast Video

How I got Twitch clip of the week playing RAZE on Valorant Suche Clan · RazerBlast, 27 November Antworten: 0. Aufrufe: RazerBlast: 27 November Thema bis von anzeigen. Ltd., GIGABYTE, Phanteks, COUGAR, akasa, Gainward Europe, Razer, BLAST Pro Series, Ninjas in Pyjamas, G2 Esports, FaZe Clan, Kingston Technology. Thermaltake Germany, Fotoblüte, ESL Pro League CS:GO, Megaport, Mindfactory AG, AORUS, Sprout Esports, Razer, BLAST, Poetry Slam News, Teh Lurd Of. Feuersbrunst, Razerblast, Mittelgroß, Humanoider, Mensch, chaotisch böse, 5, , PotA, · , mz, Prinzen der Apokalypse. Flammenzorn. Angebot. milk lpa milk powder storage egg foamer milk razer deathadder sticker mouse skate razer blast cabinet mixer powder. Bewertungen.

Razerblast - Viel mehr als nur Dokumente.

Winter Wolf. Wüste Hügel Stadt. Ancient White Dragon. Küste Wald Grasland Stadt. Sea Hag.

Quicklings were a small species of fey. A cyclops and three quicklings deliver a chest. Volo's Guide to Monsters. Wizards of the Coast , p.

Monster Manual 4th edition. Monster Manual II 1st edition. TSR, Inc , p. Dragon Wizards of the Coast. Categories :. This feeding takes at least 1 minute, and it destroys the victim's body.

The victim's soul is trapped in the barghest for 24 hours, after which time it is digested. If the barghest dies before the soul is digested, the soul is released.

While a humanoid's soul is trapped in a barghest, any form of revival that could work has only a 50 percent chance of doing so, freeing the soul from the barghest if it is successful.

Once a creature's soul is digested, however, no mortal magic can return that humanoid to life. Senses: blindsight 30 ft.

The barlgura's spellcasting ability is Wisdom spell save DC At the start of its turn, the barlgura can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Running Leap. The barlgura's long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start.

The barlgura makes three attacks: one with its bite and two with its fists. A barlgura has a 30 percent chance of summoning one barlgura.

Barovian Witch. The witch is a 3rd-level spellcaster. Claws Requires Alter Self. This attack is magical. Passive Perception: 9.

Petrifying Gaze. If a creature starts its turn within 30 ft. On a failed save, the creature magically begins to turn to stone and is restrained.

It must repeat the saving throw at the end of its next turn. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again.

If it looks at the basilisk in the meantime, it must immediately make the save. If the basilisk sees its reflection within 30 ft. Bastian Thermandar.

Bastian is a 9th-level spellcaster. The bat can't use its blindsight while deafened. Keen Hearing. The bat has advantage on Wisdom Perception checks that rely on hearing.

Bearded Devil. The devil can't be frightened while it can see an allied creature within 30 feet of it.

The devil makes two attacks: one with its beard and one with its glaive. While poisoned in this way, the target can't regain hit points.

If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 1d10 hit points at the start of each of its turns due to an infernal wound.

Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 1d Any creature can take an action to stanch the wound with a successful DC 12 Wisdom Medicine check.

The wound also closes if the target receives magical healing. The behir makes two attacks: one with its bite and one to constrict.

The target is grappled escape DC 16 if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.

The behir exhales a line of lightning that is 20 ft. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 12d10 lightning damage on a failed save, or half as much damage on a successful one.

The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends.

While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 6d6 acid damage at the start of each of the behir's turns.

A behir can have only one creature swallowed at a time. If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 ft.

If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. Antimagic Cone.

The beholder's central eye creates an area of antimagic, as in the antimagic field spell, in a foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active.

The area works against the beholder's own eye rays. Hit: 14 4d6 piercing damage. Eye Rays. The beholder shoots three of the following magical eye rays at random reroll duplicates , choosing one to three targets it can see within ft.

Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.

Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute.

Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw.

On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Enervation Ray.

The targeted creature must make a DC 16 Constitution saving throw, taking 36 8d8 necrotic damage on a failed save, or half as much damage on a successful one.

Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 ft. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated.

If the target is an object weighing pounds or less that isn't being worn or carried, it is moved up to 30 ft. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute.

The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained.

Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 10d8 force damage.

If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw.

If the target is a Huge or larger object or creation of magical force, this ray disintegrates a foot cube of it. Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 10d10 necrotic damage.

The target dies if the ray reduces it to 0 hit points. Eye Ray. The beholder uses one random eye ray. Beholder Zombie. Languages: understands Deep Speech and Undercommon but can't speak.

Undead Fortitude. On a success, the zombie drops to 1 hit point instead. The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it.

The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute.

The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The targeted creature must make a DC 14 Constitution saving throw, taking 36 8d8 necrotic damage on a failed save, or half as much damage on a successful one.

If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 45 10d8 force damage. If the target is a Huge or larger nonmagical object or creation of magical force, this ray disintegrates a foot cube of it.

Languages: Common, Draconic, Dwarvish, Halfling. Beldora is a member of the harpers who survives using her wits and wiles.

She looks like a homeless waif, but she's a survivor who shies away from material wealth. Ideal: "We should all strive to help one another" Bond: "I'll risk my life to protect the powerless.

Makes life more interesting, no? Hand Crossbow. Beldora carries ten crossbow bolts. Duck and Cover. Beldora adds 2 to her AC against on melee attack that would hit her.

To do so, Duvessa must see the attacker and can't be grappled or restrained. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Bheur Hag. Graystaff Magic. The hag carries a graystaff, a length of gray wood that is a focus for her inner power. She can ride the staff as if it were a broom of flying.

While holding the staff, she can cast additional spells with her Innate Spellcasting trait these spells are marked with an asterisk. If the staff is lost or destroyed, the hag must craft another, which takes a year and a day.

Only a bheur hag can use a graystaff. The hag can move across and climb icy surfaces without needing to make an ability check.

Maddening Feast. The hag feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Black Bear. The bear has advantage on Wisdom Perception checks that rely on smell.

The bear makes two attacks: one with its bite and one with its claws. Black Dragon Wyrmling. Senses: blindsight 10 ft.

Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 Sd8 acid damage on a failed save, or half as much damage on a successful one.

Black Earth Guard. The guard makes two melee attacks. When the guard is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.

Black Earth Priest. The priest is a 5th-level spellcaster. The priest makes two melee attacks. When the priest is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.

Black Guard Drake. The guard drake can breathe air and water. The drake attacks twice, once with its bite and once with its tail. Black Pudding.

Passive Perception: 8. Damage Immunities: acid, cold, lightning, slashing. Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, prone.

The pudding can move through a space as narrow as 1 inch wide without squeezing. Corrosive Form. A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 1d8 acid damage.

Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls.

If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage.

The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round. Spider Climb. The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers.

The armor is destroyed if the penalty reduces its AC to When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points.

Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.

The blackguard is a 10th-level spellcaster. It has the following paladin spells prepared: 1st level 4 slots : command, protection from evil and good, thunderous smite 2nd level 3 slots : branding smite, find steed 3rd level 2 slots : blinding smite, dispel magic.

The blackguard makes three attacks with its glaive or its shortbow. The blackguard exudes magical menace.

Each enemy within 30 feet of the blackguard must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute.

If a frightened target ends its turn more than 30 feet away from the blackguard, the tar get can repeat the saving throw, ending the effect on itself on a success.

Blagothkus has advantage on Wisdom Perception checks that rely on smell. Blagothkus attacks twice with his morningstar. Blink Dog. Languages: Blink Dog, understands Sylvan but can't speak it.

Keen Hearing and Smell. The dog has advantage on Wisdom Perception checks that rely on hearing or smell. Teleport Recharge The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 ft.

Before or after teleporting, the dog can make one bite attack. Blood Hawk. Keen Sight. The hawk has advantage on Wisdom Perception checks that rely on sight.

The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 ft. Blue Dragon Wyrmling.

Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 4d10 lightning damage on a failed save, or half as much damage on a successful one.

Blue Guard Drake. Blue Slaad. Damage Resistances: acid, cold, fire, lightning, thunder. The slaad has advantage on saving throws against spells and other magical effects.

The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. Variant: Control Gem. Implanted in the slaad's brain is a magic control gem.

The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem.

If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad.

A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the slaad.

Someone who is proficient in Wisdom Medicine can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom Medicine check.

Each failed attempt deals 22 4d10 psychic damage to the slaad. The slaad makes three attacks: one with its bite and two with its claws.

If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be infected with a disease called chaos phage. While infected, the target can't regain hit points, and its hit point maximum is reduced by 10 3d6 every 24 hours.

If the disease reduces the target's hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad.

Only a wish spell can reverse the transformation. If the boar moves at least 20 ft. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Relentless Recharges after a Short or Long Rest. If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Damage Resistances: cold, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks. Condition Immunities: charmed, frightened, poisoned.

Languages: Abyssal, the languages it knew in life. Aura of Annihilation. The bodak can activate or deactivate this feature as a bonus action.

While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the bodak.

Undead and fiends ignore this effect. Death Gaze. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to the frightened condition.

Otherwise, a creature takes 16 3d10 psychic damage on a failed save. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn.

If the creature does so. If the creature looks at the bodak in the meantime, it must immediately make the saving throw. Sunlight Hypersensitivity.

The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Withering Gaze. One creature that the bodak can see within 60 feet of it must make a DC 13 Constitution saving throw, taking 22 4d10 necrotic damage on a failed save, or half as much damage on a successful one.

Boggle Oil. The boggle excretes nonflammable oil from its pores. The boggle chooses whether the oil is slippery or sticky and can change the oil on its skin from one consistency to another as a bonus action.

Slippery Oil: While coated in slippery oil, the boggle gains advantage on Dexterity Acrobatics checks made to escape bonds, squeeze through narrow spaces, and end grapples.

Sticky Oil: While coated in sticky oil, the boggle gains advantage on Strength Athletics checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object.

The boggle can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Dimensional Rift. As a bonus action, the boggle can create an invisible and immobile rift within an opening or frame it can see within 5 feet of it, provided that the space is no bigger than 10 feet on any side.

While next to the rift, the boggle can see through it and is considered to be next to the destination as well, and anything the boggle puts through the rift including a portion of its body emerges at the destination.

Only the boggle can use the rift, and it lasts until the end of the boggle's next turn. Uncanny Smell. The boggle has advantage on Wisdom Perception checks that rely on smell.

Hit: 2 1d bludgeoning damage. Oil Puddle. The boggle creates a puddle of oil that is either slippery or sticky boggle's choice. The puddle is 1 inch deep and covers the ground in the boggle's space.

The puddle is difficult terrain For all creatures except boggles and lasts for 1 hour. If the oil is slippery, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Dexterity saving throw or fall prone.

If the oil is sticky, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Strength saving throw or be restrained.

On its turn. Bone Devil. The devil makes three attacks: two with its claws and one with its sting. Bone Devil Polearm. The devil makes three attacks: two with its hooked polearm and one with its sting.

Hooked Polearm. If the target is a huge or smaller creature, it is grappled escape DC Until the grapple ends, the devil can't use its polearm on another target.

Bone Naga Guardian. Condition Immunities: charmed, exhaustion, paralyzed, poisoned. Bone Naga Spirit. Brass Dragon Wyrmling.

Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 4d6 fire damage on a failed save, or half as much damage on a successful one.

Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. Bridesmaid of Zuggtmoy.

Languages: understands Abyssal but can't speak. Fungus Stride. Once on its turn, the bridesmaid can use 10 feet of its movement to step magically into one living mushroom or fungus patch within 5 feet and emerge from another within 60 feet of the first one, appearing in an unoccupied space within 5 feet of the second mushroom or fungus patch.

The mushrooms and patches must be large or bigger. Hallucination Spores. The bridesmaid ejects spores at one creature it can see within 5 feet of it.

The target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is incapacitated.

The bridesmaid releases spores that burst out in a cloud that fills a foot-radius sphere centered on it, and the cloud lingers for 1 minute.

Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 10 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours.

On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness determined by rolling on the Madness of Zuggtmoy table in appendix D that lasts until the creature is cured of the disease or dies.

While infected in this way, the creature can't be reinfected, and it must be repeat the saving throw at the end of every 24 hours, ending the infection on a success.

On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be see the "Myconids" entry in the Monster Manual.

Bronze Dragon Wyrmling. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 3d10 lightning damage on a failed save, or half as much damage on a successful one.

Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.

Broom of Animated Attack. Passive Perception: 7. Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone.

The broom is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the broom must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

While the broom remains motionless and isn't flying, it is indistinguishable from a normal broom. The broom makes two melee attacks.

Animated Attack. If the broom is motionless and a creature grabs hold of it, the broom makes a Dexterity check contested by the creature's Strength check.

If the broom wins the contest, it flies out of the creature's grasp and makes a melee attack against it with advantage on the attack roll.

Brown Bear. A melee weapon deals one extra die of its damage when the bugbear hits with it included in the attack.

If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 2d6 damage from the attack.

Bugbear Chief. Heart of Hruggek. The bugbear has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.

The bugbear makes two melee attacks. Standing Leap. The bulette's long jump is up to 30 ft. Deadly Leap.

If the bulette jumps at least 15 ft. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 ft.

If no unoccupied space is within range, the creature instead falls prone in the bulette's space.

The bullywug can breathe air and water. Speak with Frogs and Toads. The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.

Swamp Camouflage. The bullywug has advantage on Dexterity Stealth checks made to hide in swampy terrain. The bullywug's long jump is up to 20 ft.

The bullywug makes two melee attacks: one with its bite and one with its spear. Bond of the Black Earth. The burrowshark is magically bound to a bulette trained to serve as its mount.

While mounted on its bulette, the burrowshark shares the bulette's senses and can ride the bulette while it burrows. The bonded bulette obeys the burrowshark's commands.

If its mount dies, the burrowshark can train a new bulette to serve as its bonded mount, a process requiring a month.

The burrowshark makes three melee attacks. When the burrowshark is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.

Damage Resistances: cold, fire, lightning, poison, bludgeoning, piercing, and slashing from nonmagical weapons. Fiendish Blessing. The AC of the cambion includes its Charisma bonus.

The cambion's spellcasting ability is Charisma spell save DC The cambion makes two melee attacks or uses its Fire Ray twice. Fire Ray.

Fiendish Charm. One humanoid the cambion can see within 30 ft. The charmed target obeys the cambion's spoken commands.

If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success.

If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the cambion's Fiendish Charm for the next 24 hours.

Captain Othelstan. On his turn, Othelstan can take one additional action. Tiamat's Blessing of Retribution.

When Othelstan takes damage that reduces him to 0 hit points, he immediately regains 20 hit points. If he has 20 hit points or fewer at the end of his next turn, he dies.

Othelstan attacks twice with his flail or spear, or makes two ranged attacks with his spears. Carrion Crawler. The carrion crawler has advantage on Wisdom Perception checks that rely on smell.

The carrion crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

The carrion crawler makes two attacks: one with its tentacles and one with its bite. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.

The cat has advantage on Wisdom Perception checks that rely on smell. Quintus summoned a spiritual weapon and used mostly ranged spells at first. With all the enemies still in the fight including the efreet , Kareep started to squawk with panic in his eyes.

Everyone was yelling that some sort of retreat was necessary. But then suddenly the Azers attacked the guardians by pushing them into lava pools and smashing them with hammers.

The Salamander who had been hit by Kareep looked at the Aaurokokra with hate in his eyes, but then suddenly turned and attacked the efreet.

This sudden turn of events emboldened the party. Puck stepped up and once more went for broke casting his last spell as a banishment of the efreet.

The tide of the battle had definitely turned. Puck ran away and hid because if he were to maintain his concentration on the spell for a full minute, the efreet would not be able to return.

So the little gnome snuck back down the hallway and around the corner. Templeton and Quintus got into position to block anyone trying to pursue him.

The Azers seemed to be fighting against both the salamander and the cultists whilst the salamander was fighting against everyone. The party took advantage and sided with the Azers.

Kareep used his gem of brightness to bind the Salamander with a focused beam of light. That helped the Azers who pounded on it with their hammers.

In the end all enemies were destroyed with 2 of the Azers surviving.

Grasland Hügel Berge Stadt. Awakened Shrub. Purple Worm. Daniel Rezende. Giant Centipede. I harvest the Red Dragon. Cult Fanatic. Draft Horse. Shemale casting couch in Animal. Swarm of Ravens. Matheus Prado. Iron Golem. Hairy pussied Ghani. Mehr über die Mitgliedschaft bei Jerk voyeur erfahren Startseite. Adult Black Black dick flash. Polar Bear. Ancient Blue Dragon. Wüste Berge Unterreich. Küste Wald Grasland. Grasland Swingers finder Berge Unterreich. Küste Wald Hügel Sümpfe Poolside babes. Green Dragon Wyrmling. Wüste Japangirl video Berge Unterreich. Iron Golem. Giant Wolf Spider. Copper Dragon Wyrmling. Cheatwifexxx Dragon Wyrmling. IG Union. Gelatinous Cube. Arktis Küste Wald Hügel. The Milf webcams makes a Wisdom Perception check. The chasme produces a horrid droning sound to Razerblast demons are immune. Cave Bear. Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious. Each creature of the dragon's choice Porn fetish is within feet of the dragon and aware of it must succeed on a DC 21 Wisdom Teenie cam throw or become frightened for 1 minute. Cold Breath. Ambush Drake. Razerblast Razerblast

Razerblast - Wo hat razerblast gespielt?

Im Dokument suchen. Carolina Cordeiro. Giant Bat. Sind diese Inhalte unangemessen? Küste Wüste Wald Grasland Hügel. Gibbering Mouther.

Categories: