You can help the Forgotten Realms Wiki by providing more information. It resembles a floating sphere with a gaping maw and a single great eye, set within four eyestalks that shoot forth deadly rays. In the late 15 th century DR, the Xanathar's Thieves' Guild employed a beholder zombie to perform raid missions in Waterdeep. A spectator is a lesser type of beholdera foul and deadly aberration. It could use any of these at random, or attempt to bite living beings. Powerful and intelligent, beholders were among the greatest threats to the world. These large, orb-shaped beings had ten eyestalks and one central eye, each containing powerful magic. The only rays still functional were paralysis, disintegration, enervation, and fear. A beholder, sometimes called a sphere of many eyes or an eye tyrant, was a large aberration normally found in the Underdark. Their orders would need to be in Deep Speech or Undercommon so that they could be understood. Those who created them could give them simple orders to make them harder to face, but without these commands their attacks were entirely random. Like normal zombies, beholder zombies were hard to keep down, mindlessly attacking anything in sight. They could still hover but many of their eye rays were non-functional. Set on a hot stone, or hanging from a rack.Beholder zombies were decrepit and decayed, rotting corpses that barely resembled their original form. On a success, the zombie drops to 1 hit point instead. Smoking must be maintained (can't be left alone for days) 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. Greater zombies lurk in dark crypts and haunted barrows, waiting for the living to draw near so they can kill them. A zombie with the Great Undead template applied to it. To do so, the zombie must see the attacker and be wielding a melee weapon. A failure results in debilitating stomach cramps, causing 1 level of exhaustion (disadvantage on ability checks).ĭrying Meat: The meat can be dried using salt, spices, heat and time. The zombie adds 2 to its AC against one melee attack that would hit it. A successful check results in a filling meal. Eating raw meat requires a DC 10 Constitution Check. Cooking meat requires a campfire or oven. is needed to produce 1 dried ration, 2 lb.).Įating Meat: Cooked meat can be eaten safely. The weight of a raw piece of meat is one pound heavier than a ration (one slab of meat, 3 lb. The amount of meat is dependent on the beasts size. * Some monstrosities have meat that is edible (DM Discretion) Of course, while buying stygma associated meats is forbidden and possibly illegal in most places, there are always people willing to buy illegal goods (although they may be hard to find). For example, eating a celestial may be considered a vile, unholy act while eating a monstrosity may be considered disgusting and distasteful and giants are too similar to most medium-sized humanoids and is often considered inline with cannibalism. Some creature types have meat that is inedible (i.e udead), while others carry some sort of stygma (cannibalism, distasteful, unholy). It is possible to harvest the meat of many creatures, although uncooked meat spoils quickly and often attracts other predators. While wings contain flesh, which rots quickly, the bones and leather/feather last much longer, making the wings usefulness last longers. Usually a strip of skin, which can be preserved with some oil to last a little longer than other flesh. In additions, proficiency with a poisoner's kit may allow assassins the ability to extend the shelf-life every few weeks (adding other ingredients to extend the poison's usefulness) The beholder can take 3 legendary actions, choosing from the options below. Most poisons are viable for about 2 week. However, if exposed to air, it gets ruined VERY quickly. Slimes and gels tend to have a longer shelf-life than other fluids. However, if exposed to air, it gets ruined VERY quickly. Beholder Zombie Large undead Neutral Evil Armor Class: 15 (natural armor) hit Points: 93 (11d10 + 33) Speed: 0ft., fly 20ft. Armor Class 15 (natural armor) Hit Points 93 (11d10 + 33) Speed 0 ft., fly 20 ft. If contained in a stoppered vial, most fluids have a longer shelf life. Hides/Pelts must be treated and soaks in order to retain its usefulness. Like other flesh, it rots and decays quickly, but lasts slightly longer The skin around the ears rot quickly, but the ear remains intact for some time after. Undead body parts are already rotting, so their usefulness can last a little longer than regular flesh (which becomes useless when it rots).Įars are predominantly tough cartilage (soft bone). Below is a quick overview of how we determined expiration dates. The beholder 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. Many harvested goods will start to rot and decay. The beholder can take 3 legendary actions, choosing from the options below.
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