![]() ![]() The remaining eyes must aim at targets in other arcs or not at all. During a round, it can aim only three eye rays at targets in any one arc other than up (forward, backward, left, right, or down). The creature can easily aim all its eyes upward, but its body tends to get in the way when it tries to aim the rays in other directions. Typically, a given death tyrant has lost the use of 1d4+1 of these eyes, selected randomly.Įach of the surviving small eyes can produce a magical ray once per round, even when the death tyrant is attacking physically or moving at full speed. The creature can deactivate the cone by shutting its central eye.) Note that a death tyrant can bite only those creatures directly in front of it.Įye Rays (Su): in life, a death tyrant had ten small eyes on stalks atop its body, each with its own supernatural power, plus a large central eye. Once each round, during its turn, it decides which way it will face, and whether the antimagic cone is active or not. All magical and supernatural powers and effects within the cone are suppressed - even the death tyrant's own eye rays. This cone functions just like antimagic field cast by a 13th-level sorcerer. Opponents gain no flanking bonuses when attacking it.Īntimagic Cone (Su): Unless it has lost the use of its central eye (see below), a death tyrant continually produces a 170-foot antimagic cone extending straight ahead from its front. Special Qualities: antimagic cone, flight, single actions only, +2 turn resistance, undead traitsĪdvancement: 12-16 HD (Large) 17-33 HD (Huge)Ĭlimate/Terrain: Any land and undergroundĪll-Around Vision (Ex): A death tyrant's many eyes give it a +4 racial bonus to Search and Spot checks. Special Attacks/Actions: Eye rays +4 ranged touchĪbilities: Str 10, Dex 10, Con -, Int -, Wis 15, Cha 17 The creatures are regularly accompanied by legions of zombies and often lair in cemeteries.Initiative: +0 Senses: all-around vision and Spot +6ĪC: 20 (-1 size, +11 natural), touch 9, flat-footed 20 Even long-dead corpses quicken to the lord’s call. Lord zombies spread a constant wave of necrosis into the world around them. More tragically, sometimes resurrection magic goes awry, and the victim returns as a nexus of undeath. A figure of strong will who dies in a place infused with necrotic energy can draw the corruption into itself and rise as a terrifying lord zombie. The lord’s mind is twisted with jealousy and obsession for the things it left unfinished in life.Ĭorrupted Death. Unlike shuffling, mindless specimens of zombie, lord zombies retain their personality and memories. The lord targets a humanoid corpse within 30 feet, which rises as a zombie under the lord’s control. A zombie that moves out of an enemy’s reach because of this movement doesn’t provoke an opportunity attack. The lord telepathically commands all zombies it controls within 1 mile to immediately move up to half their speed. It regains spent legendary actions at the start of its turn. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The zombie lord can take 3 legendary actions, choosing from the options below. The lord can have no more than twenty zombies under its control at one time. A humanoid slain by this attack rises 24 hours later as a zombie under the lord’s control, unless the humanoid is restored to life or its body is destroyed. The target dies if this effect reduces its hp maximum to 0. This reduction lasts until the target finishes a long rest. The target must succeed on a DC 16 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. ![]() Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. ![]() It can use its Life Drain in place of one slam attack. The lord zombie doesn’t require air, food, drink, or sleep. On a success, the lord drops to 1 hp instead. 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. On a successful saving throw, the creature is immune to the lord’s Stench for 24 hours. Any non-undead creature that starts its turn within 30 feet of the lord must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature’s next turn. If the lord fails a saving throw, it can choose to succeed instead. Senses darkvision 60 ft., passive Perception 14 ![]() The cold white gleam in the glassy eyes of the noble in faded finery burns with evil, and its skin has the ashen pallor of the undead.ĭamage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with silverĬondition Immunities exhaustion, poisoned ![]()
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