Huge Fiend, Chaotic Evil
Armor Class 22 Natural Armour
Hit Points 691 (30d12 + 240)
Speed 40 ft.
STR
30 (+10)
DEX
22 (+6)
CON
25 (+7)
INT
21 (+5)
WIS
24 (+7)
CHA
26 (+8)
Saving Throws STR +18, CON +15, WIS +15, CHA +16
Skills Arcana +13, Perception +21
Damage Resistances Cold, Fire, Lightning
Damage Immunities Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120ft, Passive Perception 26
Languages All, Telepathy
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

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:

At will: chill touch (17th level), detect magic, dispel magic, polymorph, telekinesis, teleport
 
3/day each: create undead, dispel magic, lightning bolt
 
1/day: imprisonment or time stop 
 
Legendary Resistance (3/Day). If Eddy's Brother fails a saving throw, it can choose to succeed instead.
 
Magic Resistance. Eddy's Brother has advantage on saving throws against spells and other magical effects.
 
Magic Weapons. Eddy's Brother weapon attacks are magical.
 
Master of Undeath. When Eddy's Brother casts animate dead or create undead, he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely. Additionally, he can cast create undead even when it isn't night.
Actions
Big Bro's Trophy. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 10) bludgeoning damage plus 13 (2d12) necrotic damage.
 
Say Uncle. Eddy's Brother makes three attacks: one with its weapon, one with its wolf fang, and one with its snake fang.
 
Snake Fang. Melee Weapon Attack: +18 to hit, reach 15 ft., one creature. Hit: 12 (1d6 + 10) piercing damage, and the target must succeed on a DC 22 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target transforms into a manes if this reduces its hit point maximum to 0. This transformation can be ended only by a wish spell.
 
Wolf fang. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 10) piercing damage.
Legendary Actions
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.
  • Attack. Eddy's Brother makes one attack, either with its demonic weapon or with its snake fang.

  • Move. The Eddy's Brother moves without provoking opportunity attacks.

  • Cast a Spell. Eddy's Brother casts one spell from its Innate Spellcasting trait.

 

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.

Crazydiehard

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