By magical attachment or transformation, this rotten but functional hand becomes a part of a characters body, taking the place of one of their hands.
You have a +2 bonus to attack and damage rolls made with this magic weapon or weapons held in this hand.
Once attached, the owner has full normal use of the hand. Melee attacks or melee weapon attacks made with the hand are considered magical and inflict an extra 1d6 necrotic damage.
The touch of the hand can corrode non-magical materials. If an item is not being worn or carried, up to 1 cubic foot of material is destroyed (less if the material is resilient or tough). Attacks made with the hand against non-magical armor, cause a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.
On a hit, power of the fist can be focused to to make a special attack. The attack does an extra 3d6 necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove cursespell or other magic. This power can be used once and resets at dusk.
Proficiency with a Mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Notes: Bonus: Magic, Weapon Property: Light, Damage: Necrotic, Resistance: Necrotic, unconscious and at least one death save., Damage, Combat, Sap
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