((Bone Devil resists Glitterdust and can't stop Suvne and Sarm from retreating.
Reflex save to keep from falling down in the Grease again: 24 passes.
Bite on Tarkus: Natural 1, miss (that's been happening a lot this battle...)
Claw 1 on Tarkus: 20 to hit, miss
Claw 2 on Tarkus: 19 to hit, miss
Stinger on
Val: 24 to hit. Val takes 9 damage, and must make a DC 20 Fortitude save. If he fails the save, he loses 3 Strength))
The Bone Devil transmits a bone-chilling telepathic laugh as a sparkly cloud of glitter descends upon him.
How I pity you, deigning to use such pathetic parlor tricks on an instrument of horror from the bowels of Hell itself. Allow me to relieve you of this mortal coil.
He has much less snarky commentary for Val and Tarkus, who both lay into him, and though Tarkus misses two out of three strikes and Val misses one of them ((the Devil's AC is 20)), the blows which do connect are chipping away at it.
At the same time, this provides cover for Suvne and Sarm to flee to relative safety (though they can't go too far, lest they get swallowed up in the free-for-all melee happening on the edge of the battlefield).
In retaliation, the Devil snaps and claws at the half-orc first, but Tarkus seems to be at the top of his game this time, deftly blocking and dodging the creature's advances; rather than chancing to waste his final attack on the same target, he instead switches to Val, piercing through his defenses with the stinger like a stick penetrates mud, and forcing Val to contend with the same poison that has already afflicted Sarm.
((All About Critical Hits:
Every physical attack in DnD has what's called a Critical Threat Range, which varies depending on the weapon being used. Most weapons have a Critical Threat Range of 20; some have 19-20. Certain enchantments and/or feats are capable of increasing this threat range further; I've personally seen someone get their Critical Threat Range down to 15-20 before.
When an attack roll is made with a weapon, and the natural result on the die is within the threat range of that weapon, that becomes a Critical Threat. When this happens, a confirmation roll is needed to determine whether it actually is a Critical Hit. The confirmation roll is exactly like an attack roll, and if the result (including modifiers) meets or beats the target's AC, then the original hit becomes a Critical Hit, dealing double damage - this means that you roll twice as many dice, and any modifiers (such as Strength, Magic Weapon, and bonuses such as from Prayer) are doubled. Some weapons actually deal 3x or even 4x on a Critical Hit; this would be listed in the weapon's description.
If the Confirmation Roll does NOT meet or beat the target's AC, then the original hit only counts as a normal hit, and you roll damage as normal.
This concludes today's tutorial on Critical Threats and Critical Hits. Any further questions are welcome
Begin Round 5!))