Component: undead arm of the grey knight
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. The arm can crawl on walls and ceilings, and is capable of wielding a longsword.
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 following tasks:
• The arm manipulates an object in the same way as the mage hand cantrip.
• The arm attacks a creature within 5 feet of it, making an attack roll against it (+5 to hit) and dealing 1d6 + 5 bludgeoning damage on a hit. (or +7 to hit 1d8 + 5 if it’s wielding a longsword).
• The arm attempts to grab a creature within 5 feet of it, which must make a DC 15 Dexterity saving throw. On a failed save, the arm latches on to it, reducing its speed by 20 feet. A creature can use its action to make a DC 15 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 remarkable 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.
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