Quoted By:
Rolled 6, 4, 4, 3, 2, 5, 1, 4 = 29 (8d6)
You find that focusing on what drives you - your quest to recover your sister, of course, the only reason you're in this godforsaken place - is a great motivator to overcoming fear. And this creature, no matter how frightening, is two things: it's an obstacle to finding Joannus, and it's a stain; an affront to nature. It has to die.
Although you live in very different worlds, you and the Abbot occasionally see eye-to-eye on one concept: the destruction of all that is impure. Obviously he believes creating monstrosities is a means to that end. But you are about to truly cleanse this place, to show him what that actually means. Guided by your Lord of Flames, you draw on power in yourself that scarcely sees the day. You point your finger and cast the incantation, and great amounts of energy are channeled through you.
A thin bright streak emits from your finger, flashing through the corridor toward the creature in an instant, barely illuminating the room. For a moment, the beast sees the attack coming and lumbers backwards into the far wall, just avoiding a direct impact. But in an instant, the beam of light hits the floor at its feat, and an explosion of blinding orange light illuminates the room. You feel the impact in your chest, and debris flies everywhere.
Despite standing so far away, you yourself are just barely out of the area of impact. In a couple seconds you should find out how the beast fared. Indeed, the horrible screams you hear as soon as your ears stop ringing suggest that the beast survived the impact, but that your fight is going to be a lot easier than if you'd spared it from Kossuth's full wrath. Besides you still have more tricks up your sleeve.
<span class="mu-s">(The flesh golem succeeded its saving throw, so it will only take half damage, but will still take damage. However, it is affected by Aversion to Fire, and will have disadvantage on attack rolls and saving throws for its next turn.)</span>
Rolled
>Fireball - Area Damage
(cont.)