![]() ![]() To do so, the zombie must see the attacker and be wielding a melee weapon. The zombie adds 2 to its AC against one melee attack that would hit it. This effect ends if the great undead is incapacitated. A creature can benefit from only one Leadership die at a time. The creature can add a d4 to its roll provided it can hear and understand the zombie. For 1 minute, the zombie can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. Stampede: If the swarm moves at least 20 feet. The swarm can take one reaction every turn while in combat. The swarm cant regain hit points or gain temporary hit points. Leadership (Recharges after a Short or Long Rest). The swarm can occupy another creatures space and vice versa, and the swarm can move through any opening large enough for a Medium boar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 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. A melee weapon deals one extra die of its damage when the zombie hits with it (included in the attack). Beholder (D&D).JPG Tom Whams illustration of a beholder from. Languages the languages it knew in life plus Common and any one other Challenge 1 (200 XP)īrute. The beholder is a fictional monster in the Dungeons & Dragons fantasy role-playing game. Saving Throws Wis +1 Skills Athletics +4, Intimidation +0, Perception +1 Proficiency Bonus +2 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 11 Armor Class 9 Hit Points 59 (7d8 + 28) Speed 20 ft. ![]()
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