Big Bro's Trophy. (Wand of Orcus) The trophy has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Eddy's Brother can use an action to cast animate dead, blight, or speak with dead. Alternatively, he can expend 1 or more of the trophy's charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2 charges). The trophy regains 1d4 + 3 charges daily at dawn. While holding the trophy, Eddy's Brother can use an action to conjure undead creatures whose combined average hit points don't exceed 500. These creatures magically form in unoccupied spaces within 300 feet of Eddy's Brother and obey his commands until they are destroyed or until he dismisses them as an action. Once this property of the trophy is used, the property can't be used again until the next dawn.
Innate Spellcasting. Eddy's Brother innate spellcasting ability is Charisma (spell save DC 22). It can innately cast the following spells, requiring no material components:
Eddy's Brother can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Eddy's Brother regains spent legendary actions at the start of its turn. | |||||
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Description
Eddy's brother is at least a head taller than Eddy and wears a dirty brown newsboy cap, yellow sports jersey with the number "62" on it, red flannel jacket, khaki pants with a wallet chain similar to Eddy's pants, and greenish-grey shoes. His face and hair is somewhat similar to Eddy's, though he has a much more pronounced chin and goatee. He also wears a gold ring on his right hand. Eddy's Brother is the main antagonist of Ed, Edd n Eddy. He was previously an unseen character, and is the only one of the series adults that has been both seen and heard. He has a deep voice and a room that Eddy hopes to inherit. His room is complete with a car and all kinds of memorabilia and strange items. For example, he owns a pet snake, a giant dusty taxidermy camel, a brick-covered window, a bed that folds-up into the fridge, and a trophy (unknown for what.)He is probably over the age of 20s due to the fact that he owns a car and doesn't live with his parents. He also tries to scam everyone similar to Eddy, but much more successfully. His room is guarded by a chained lock, pieces of wood nailed to the wall, and a falling safe, and along with the fact that it was camouflaged to blend in with the rest of the wall. The door to his room is hidden behind wallpaper for some reason. He takes some pleasure in the sufferings of the living.
Lair and Lair Actions
Eddy's Brother's trailer, the trailer is located in the coastal amusement park Mondo A-Go Go, behind other trailers, tents and attractions. The trailer appears to be Eddy's Brother's main residence. It is shaped like a whale and is kept in less-than-average condition. It is possible that is was pre-owned, and therefore a cheap purchase for Eddy's Brother. There are a few windows, air-vents, and only one door (with a chain lock on it), suggesting that it is not properly ventilated; something essential for a small, cramped trailer. Mondo A-Go Go is a coastal theme park the place is abundant in objects one would find in a theme park or a carnival, such as a Ferris wheel, large roller coaster, amusement stands, tents and many other attractions. The park is largely ocean themed with rides and attractions such as the "Wild Prawn", a squid hot dog stand, ticket booths in the shape of shark heads, a "Man Crab" trailer, a spinning ride in the shape of a squid, a "Clam Catcher" booth, and the fact that Eddy's Brother's Trailer is in the shape of a whale. The theme of the park is highly influenced by its location. There are corn dogs all over the ground. There is one motel and a restaurant called "Eats" near Mondo A-Go Go as seen in the background.
Lair Actions
On Initiative count 20 (losing initiative ties), Eddy’s Brother can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:
- Eddy’s Brother's voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to power word kill. Eddy’s Brother needn't see the creature, but he must be aware that the individual is in the lair.
- Eddy’s Brother causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair.
- Eddy’s Brother causes crab claws to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear or until Eddy’s Brother releases their grasp (no action required).
Regional Effects
The region containing Eddy’s Brother's lair is warped by his magic, creating one or more of the following effects:
- Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area.
- The air becomes filled with the stench of rotting flesh, and buzzing flies grow thick within the region, even when there is no carrion to be found.
- If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Eddy’s Brother table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.
If Eddy’s Brother dies, these effects fade over the course of 1d10 days.
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