ROUND 2 STARTS!Player's Turn:Mona unsheathes a pair of Shadow Knives and throws them to her left, over the moat. Latching onto them with her telekinesis, the dagger's trajectory would then arc to the right. Thrown this way, there was very little chance of striking an ally. Mona's telekinetic dagger toss was aimed to strike Lockjaw #2 from its side!
-Mona was curious to see how and if the creature would react to psychic trauma-
The Lockjaw's physical ability exceeds what its malnourished figure would imply, and in spite of it having no obvious optical organs it appears to be capable of detecting prey via sight or otherwise identify a specific enemy within a group. They have enough intellectual capacity to hunt in packs, and been observed to be capable of expressing emotion; specifically anger. They are vulnerable to conventional weaponry, though hellion ammunition appears to be less effective than other munitions. They can be visibly shaken by holy energy, which is almost certainly a sign that they are born from unholy magic.
Their signature ability is to lock its target in place at melee range to consume them; rapidly healing itself in the process. This ability is not necessary for it to cause damage at close range. No lockjaws have been seen using an attack at range. If you have time to prepare for a Lockjaw encounter in advance, it is recommended to set traps ahead of time and prepare ranged weaponry. Sanctifying an area may also help.
The lady use her dagger throwing proficiency. The following scene occurred.
Now, try to use my shovel to knock the disoriented lockjaw that struck my turret into the moat.
"Watch your heads comrades!"
Bori shouts warning to the front liners as he lines up a mortar shot at creature 3, hoping to catch multiple enemies in the blast.
"How are these things so strong, they look like they're dying."
Keep the shield between me and the monsters.
As he shout on top of his lung warning his comrades on what's about to rain upon those unholy beings. The gnoll brace himself from the explosive attack. The mortar launched as Lockjaw#3 and #4 kept swarming the gnoll. The mortar landed directly on top of them dealing area damage. The blast dealt maximum damage however it still hit durg in the process.
Shoot thorns at Lockjaw 3. If Lockjaw 3 is killed before I shoot, aim for Lockjaw 4 instead
"Oi! Try to keep your head on your shoulders!"
As the others, Jonas makes to save the Gnoll with a well-aimed shot. Unlike some the others he will probably avoid exploding the target while doing so. It looks like they are close combat specialists. We should probably stop moving toward them both to avoid their close combat abilities and to keep from getting exploded by friendly fire.
Shoot Lockjaw #4!
After the blast hit both Durg and Lockjaw#3 and #4, Shara and Jonas quickly took the advantage of the situation and finish off Lockjaw#4 that was still recovering from the blast. Lockjaw#4 was unable to intercept the attack nor evade it and deal extra damage in the process.
The lightning turret will prioritize enemies in the water first (unless an ally is also in the water, in which case it will not strike the water), the enemies attacking Durg second, and then if neither of those conditions are in progress, whichever enemy is closest to the gate.
"Hahaha, foolish minion of darkness, you cannot harm me! Now prepare to be smited by the heavens!"
Aethyrion takes out his sword and swings it at Lockjaw#1.
It took sometime for the lightning turret to activate, it aimed towards Lockjaw#1 and blast it with it's lightning attack. Lockjaw#1 was struck! In the meantime aethyrion took the advantage of the situation and swiftly put a strike of his own into the Lockjaw#1. The holy sword forged from the holy light itself had an extra effect against this creature. It dealt extra damage
Dr. continues to channel the static shield onto Durg, figuring that he needed the extra stopping power the most.
Dr. Shamb continues to do so.
Log:
Lockjaw#1 Takes [-2HP from lightning attack] + [3HP from sword attack] = [1/10HP]
Lockjaw#2 Was swept into the river, and gone. [0/10HP]
Lockjaw#3 Takes [-5HP from Mortar attack] = [0/10HP]
Lockjaw#4 Takes [-5HP from Mortar attack] + [-3HP from Hand cannon attack] + [-3HP from thorns attack] = [0/10HP]
Durge Takes [-3HP from Mortar attack] = [3/10HP]
Enemy Turn:Lockjaw#1 attempted to hit aethyrion again and deal [-1HP]
Aethyrion [8/10HP]
THE BATTLE IS OVER!(There's only lockjaw#1 left with 1HP, you guys can do whatever with it, or [Unknown] can just push the thing off to the moat again too... that would be funny. The standby phase will be next but i haven't prepared for it. For now it's free rounds for everybody until i'm ready to progress. Thank you everyone for your contribution to this fight, it's fun for me making this and i hope you enjoy it as much as i do!)