A shining beacon of tenacity and unwavering resolve, this amputated arm fights on with the strength of many men no matter how many times it’s cut down or crushed into a pulp . Stubborn to a fault, it refuses to listen to anyone but the creature attuned to it, and occasionally makes rude gestures at passersby behind its owner’s back, attempting to goad them into a fight.
Helping Hand. The arm is an object with AC 14 and 20 hit points . If it’s ever more than 30 feet away from you, it moves 20 feet towards you at the start of each of your turns by crawling along the ground . As a bonus action, you can command it to move up to 20 feet and perform one of the follow ing tasks:
• The arm manipulates an object in the same way as the mage hand cantrip .
• The arm punches a creature within 5 feet of it, making an attack roll against it (+5 to hit) and dealing 1d6 + 3 bludgeoning damage on a hit
• The arm attempts to grab a creature within 5 feet of it, which must make a DC 13 Dexter ity saving throw . On a failed save, the arm latches on to it, reducing its speed by 10 feet . A creature can use its action to make a DC 13 Strength check, pulling the arm off of it or a creature within its reach on a success . The arm can’t perform other tasks while holding onto a creature.
Just a Flesh Wound. If the arm is reduced to 0 hit points, it can’t move or be commanded, but its re markable resilience and regenerative abilities ensure that this doesn’t last for long . The arm recovers all its hit points after 1d4 hours . A spellcaster can also use an action to touch the arm and spend a spell slot of any level to cause the arm to recover all of its hit points
Rare variant: The arm can crawl on walls and ceilings and is capable of wielding a longsword . Increase the attack bonus to +7, the damage to 1d6 + 5 (or 1d8 + 5 if it’s wielding a longsword), the speed reduction to 20 feet, and the DCs to 15
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