With a range of 120 ft. The lord zombie doesn’t require air, food, drink, or sleep. On a success, the lord drops to 1 hp instead. Fearsome undead beasts, the magically animated remains of tyrannosaurus rexes are often used as powerful juggernauts by necromancers and zombie lords. The beholder will do its best to keep intruders at a distance, shutting down its center eye so it can zap anyone that comes at it. If damage reduces the lord to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. Hit: 20 (3d8 + 7) bludgeoning damage.Ī tyrannosaurus rex with the Zombie template applied to it. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 1e, 2e, 3e, 3. Beholder zombies were powerful zombies created from the reanimated corpses of dead beholders with the use of necromantic magic. Medium Undead Creatures Banshee - Chaotic Evil - Large Undead. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters. The Undead Beholder’s main eye now produces a ray of reflection, meaning this ray bounces back a spell onto the individual that casts it. 5e Beholder Stats The d&d 5e monster manual pdf brings you a plethora of classic. Until this grapple ends, the target is restrained, and the zombie can't bite another target. Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. BEHOLDER ZOMBIE 5e stats Large undead ( zombie ), neutral evil Armor Class 15 (natural armor) Hit Points 93 (11d10 + 33) Speed 0 ft., fly 20 ft. It can't make both attacks against the same target.īite. The zombie makes two attacks: one with its bite and one with its tail. On a success, the zombie drops to 1 hit point instead. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmedby the beholder for 1 hour, or until the beholder harms the creature. Senses darkvision 60 ft., passive Perception 9 The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: 1.
0 Comments
Leave a Reply. |