Turn Immunity: Immune to effects that turn undead.
Blindsight: 30ft. Creature is blind beyond this radius.
Undead Nature: Food, water or air are not required to live, Cure Wounds and Healing spells have no effect.
Life Stealing: On successful Melee attack, Roll D20, on successful roll of D10-D20 regain (1d4) Hit points.
Vampiric Healing: If HP decreases to 0 The Claw of Athan becomes unconscious. Reconnect to owners body or roll successful death saving throws to stabilize. Bath the Claw in blood for one hour to regain all lose HP.
Spellcasting: When the owner casts a spell with a range of touch, The Claw can deliver the spell as if it had cast the spell. It must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. See Familiar Rules.
Commanding The Claw: Using an Action, the owner who is attuned to The Claw of Athan can command it to detach or re-attach to their body.
Action Melee Claw Attack. Melee Claw Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 + 1) bludgeoning or slashing damage (claw’s choice)
Septic Nail. Melee Weapon Attack.+3 to hit, reach 5ft,. one creature Hit: 3 (1d6+3) piercing damage. On attack, the Claw pierces the target breaking a piece of it's rotting nail off inside the target. Target creature must succeed on a DC 15 Constitution Saving Throw or suffer (1d6 Poison damage) and at the start of its next two turns. Target can repeat saving throw at start of each turn negating further effects. The Claw has four uses of this attack daily and will regain all uses after a long rest.
Bonus Action: While disconnected from its owner it may Hide, Disengage or Dash as a Bonus Action.
Commanding the Claw: The owner who attunes to the claw can use a Bonus action to control the claw away from their body. They can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial or attack a target. The Claw retains fine motor skills from its living life and is able to manipulate options comparably in its current form.The owner communicates telepathically with the Claw up to 100ft, beyond that they can sense the general direction or location through the feint vile tainted bond that remains. When commanding the Claw away from you, after each command Roll on D20. If a 1 is rolled. Roll a second D100 for random events table. While connected to its owner, the claw acts as a regular non magical limb.
Carrying Ability: Any item that does not require two hands, does not weigh more then 15lbs and does not have the "Heavy" property may be carried while detached. Any item carried that is over 10 pounds decreases movement speed by half.
The Claw of Athan can do opportunity attacks while attached to its owner.
Description
Torn from the body of Thandruile, an Elvish Archer, by the Legendary Vampire Athan of Faerun. The hand, in death, is black. The skin is emaciated from dehydration and rough as hardened leather. Bonded to Athan after being severed from its rightful owner, The Claw of Athan gained its own mind and lived a life of wickedness and pure evil, delighting in the torture of others at the encouragement and behest of his new owner. This link, tainted the hand deep into the marrow, after release, the claw still hungers for flesh through causing pain and torment, a habit unlikely to change with time. That taint is easily sensed for those who bond and attune to it, a vile sickness that overwhelms at first but improves with time.The Claw of Athan is a reluctant companion and cannot be fully trusted to do as you request, unless ,of course, the command involves causing pain, bloodshed or death. The Claw will constantly resist its owners desires. Attuning to the Claw requires complete control and active domination of the claw for 8 hours. The Claw, can act as a familiar as well as replace the hand of an owner by acting as a prosthetic limb, however, it cannot be used as a extra limb.The claw can only be removed from the owners body if un-attuned or through the owners death, at which point the Claw will set free into the world to cause terror.
Previous Versions
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3/30/2022 3:32:53 AM
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Coming Soon
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