Title: Boss! Celestia Author: Chinook Pastebin link: http://pastebin.com/pUcbdVrn First Edit: Saturday 15th of February 2014 02:16:16 PM CDT Last Edit: Saturday 15th of February 2014 02:16:16 PM CDT               Princess Celestia Stage 1     http://i.imgur.com/N9ZXJjp.png?1     Every boss needs good music: http://www.youtube.com/watch?v=gVjjPbQMpFA           HP: 90/90     AC: 14     Dmg: 2d6+2 (2d20+-2)     Init: +4     Crit Range: 19-20           Spells:           -Solar Burst:   Celestia Flies up into the sky (AKA out of melee range) and casts a giant, bright fireball    which needs all in all three turns. Firs turn to fly up, second turn to prepare it (PCs roll a standart die to not get blinded) and third turn, throws it down at all the innocent bastarts who failed their die, dealing 1d12+4 dmg. (Recharge 8 rounds)           -Solar Beam:    A bright, golden beam swipes over the ground, hitting everyone for 1d6+2 who failes a dodge roll. (Recharge 4 rounds)           -Dark Magic:    Imprisons a random PC in a ring of dark Crystals for one round. After that, he or another ally has to roll a standart die in their turn to free him. (Recharge 4)                       Princess Celestia Stage II (Solar Flare) (When stage I runs out of HP)     http://i.imgur.com/b5wM374.jpg     http://www.youtube.com/watch?v=BUBATLiCcNA           HP: 45     AC: 14     Dmg: 2d6+2 (2d20+-2) + 1d4 fire damage per hit     Init: +4     Spells: ''     Philomena: 1d4