Conflict with the Cactus-Man

Jes and Theo creep through the long grass quickly and quietly, the rustling of their movements hopefully covered by the wind – and the sounds of violence ahead. Further spine-chilling roars and screams punctuate the more human shouts. Small birds flutter out of the undergrowth as they pass.

They can only see a few feet in front of them, so it’s shocking when a grey haired woman suddenly appears within arm’s reach, her colourful bangles spattered with blood from a long gash on her temples.

Jes and Theo’s weapons are raised before they have had time to think, but she cringes back and falls to the ground, breathing yelping: “help us, help us, please, in the name of the Sun! it’s killing them”.

Seeing her injuries are not urgent, they motion her to stay down and continue cautiously forward, when a person (a corpse?) comes flying limply out of the grass ahead, followed by a terrifying, huge green figure and three more people yelling and brandishing staffs.

Roll initiative.
Jes, 1d10+2 = 7 (pass)
Theo, 1d10 = 5 (fail)
So order is Jes, NPCs, Theo. Let's also roll an unmodified d10 to see whether the owlcactus goes before or after the pilgrims. 1d10 = 6, owlcactus goes before them.

First, Jes' turn:

The creature is like a 7 foot tall cactus that has decided to grow thick arms and legs. It has bright green flesh, ridged and glossy, covered in several inch-long spines. It has a mad face with huge pink flowers for eyes; there’s a strangely owl-like cast to its face.

For just a moment it hesitates, wavering between pursuing the body it hurled, and going for Jes and Theo.

Behind it are three skinny figures adorned with brightly coloured scarves. Two of them have sturdy staffs, the other is unarmed. They look terrified.

Jes throws her spear to them – “use this!!” – and dives to the side to conceal herself in the long grasses. She knows Theo will take the brunt of the attack and hopes he will be okay.

Owlcactus turn.
1d6, does the owlcactus goes for Theo (high) vs the hurled pilgrim (low)? = 1

The creature ignores the newcomers and charges in the direction of the hurled body, letting out a painfully loud owl screech. Its single minded focus lets Theo strike at it as it charges past.

Attack (of opportunity): 1d10+1+1(distracted foe), vs the creature's dodge of 3 = 8.
Damage: 1d6+1, minus its resistance to blunt weapons (1) = 3

Read about defence and damage

He swings his club forcefully and it connects with the creature’s shoulder. The rubbery plant-flesh is dented and ripped a bit, but the club doesn’t reach anything important. The creature staggers and carries on to the helpless person.

Helpless foe, so automatic hit and critical. 2d6 + 6. That's a dead pilgrim, no need to roll. 

Theo begins to follow, but he’s too late to prevent the terrible crunch as the creature stamps in rage with a spiny foot on the figure on the ground.

Pilgrims' turn

The scarf-wearing folk approach cautiously behind Theo, one of them crying out at the crumpled body on the ground. Another has picked up Jes’ spear, but they all look like they might turn and run at any minute.

They are hesitating, so we'll give Theo a chance to push them into action. On to Theo's turn:

The creature has whirled round from the dead body and it shrieks again. Theo can feel the pilgrims at his back cringing away.

“No point in running. It will chase you down,” he intones. He sets himself ready to dodge its charge. “I will fight it. Help me! Circle it!”

Leadership roll, 1d10. Let's say a normal success is enough to get them to stand, but we'll need a hard success (8) to get them to think through the panic enough to encircle the enemy = 2.

Note that Jes is using her turn to creep through the long grass to behind the owlcactus and move into position to strike after it charges.

The creature begins a lumbering charge, picking up speed and screaming, flower eyes flaring wide and bird-like break opening in another screech of rage.

The terrified folk flee into the grass, but Theo dives to the side at the last moment.

Dodge roll: 1d10+1(readied)+1(charge) against 6 = 5.

2d6 damage – 2 armour = 4. Wound = deep gashes.

Read about Wounds & HP

The creature is faster than Theo believed possible, and a spined paw smashes into his chest, ripping open deep gouges and hurling him backwards.

Reflex save to see how he lands: 1d10 = 5.

Theo's turn. He's going to attack:

1d10+1-1(getting up)-1(pain) vs block of 4 = 6.

Damage = 1d6+1-1 = 4.

Theo finds himself sitting on the ground, his chest burning like fire. The creature didn’t really stop; it’s building up speed again. He surges to his feet painfully and swings his club to impact the side of the thing’s head, denting it like a rotten pumpkin. Water leaks out the side.

Jes' turn 

Stealth roll: 1d10+1+1(undergrowth)+1(distracted foe) vs 8 (owlbear senses) = 10.

Automatic hit and critical with dagger, 1d6+1+6 = 11. That's enough for a wound.

As the creature is recovering from the blow to the head, Jes pounces from behind, tiny and fierce. With both hands she slices her dagger through one of the creature’s thighs, slicing the leg off.

Buckets of water rush out and it collapses to the floor, keening and screeching.

They both back up to get clear of its thrashing spiny limbs. It lunges for Theo (1d10 dodge = 6) but he’s able to keep clear.

Suddenly, its shrieking resolves into high-pitched, grating words: “Mama… Cac–tus curse… you”. It makes one last attempt to crawl towards Theo again, mad rage in its eyes, and then goes stiff – dead.