Legendary Resistance (3/Day). If the arms fail a saving throw, they can choose to succeed instead.
Magic Resistance. The arms have advantage on saving throws against spells and other magical effects.
Siege Monster. The arms deal double damage to objects and structures.
Multiattack. The arms make three Smashing Fist attacks. The arms can replace any number of these attacks with a Furious Throw attack.
Smashing Grasp. Melee Weapon Attack: +12 to hit, reach 30 ft., one target. Hit: 32 (4d12 + 6) bludgeoning damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the arm can't Smashing Fist another target.
Furious Throw. If an arm has a creature grappled at the start of its turn, it targets a different creature within 100 ft. Both creatures must make a DC 19 Dexterity saving throw and the grappled creature makes this save at disadvantage. On a failure, a target takes 36 (8d8) bludgeoning damage and is knocked prone. On a success, a creature takes half damage and is not knocked prone.
The arms can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The arms regain spent legendary actions at the start of its turn.
Attack. The arms make one smashing grasp attack or furious throw attack.
Reposition. One arm moves up to half its speed.
Previous Versions
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7/12/2021 11:19:20 PM
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Coming Soon
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