Medium Undead, Neutral
Armor Class 16 (adamantium bones)
Hit Points 28 (5d8 + 15)
Speed 20 ft.
STR
16 (+3)
DEX
10 (+0)
CON
16 (+3)
INT
8 (-1)
WIS
8 (-1)
CHA
10 (+0)
Saving Throws INT +1, WIS +1, CHA +2
Damage Immunities Necrotic, Poison
Condition Immunities Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 9
Languages understands Common but can't speak it
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Steve's Fortitude. If damage reduces Ted or Ned to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken. On a success, he drops to 1 hit point instead.

Turn Immunity. Ted and Ned are immune to the effects of spells and abilities that turn undead. In addition, they cannot be made to disobey Steve or act against Him.

Actions

Necrotic Scythe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) necrotic damage. A creature wearing metal armor hit by this attack must succeed on a DC 16 Constitution saving throw, or it's armor class is reduced permanently by 1 while it wears that armor. If an armor's base AC is reduced to 10 by this effect, the armor becomes completely rusted and shatters.

Description

Ted and Ned are Steve's zombie companions, created by Him while He was adventuring on the material plane. They both use the same statistics described here, so instead of making two separate stat blocks, you can use this one interchangably for both of them.

When Steve was finally allowed into the God Realm again, He gained the power to grant divinity to beings of His choosing. Of course, He granted Bob such power, along with His pet chair, Bill, and His zombified allies, Ted and Ned.

He typically uses Ted and Ned for menial tasks, such as getting him something he wants from another plane, or cooking for Him (though he requires no food). He has also granted the power to call upon them to His clerics, and Bob, so that they may aid His followers in combat as needed.

bluey5922

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