Special Trait Name. The Hand can preform a grab attack with a successful 17+ armor roll dealing normal damage plus 1d12 and target hit is stunned for one turn.
Spellcasting. Small Carain Hand can cast no spells but can cast a radius attack boosting it fellow Hands after it scores a critical hit the buff permanently increase damage and armor class for the scrounging hands in a 10ft radius
Action Name. Attack
Action Melee Attack. slam attack +3 to hit , Range is 2ft if attack connects target takes 1d6+3 damage
Action Ranged Attack.Dash attack +2 to hit , range is 20ft if attack connects target takes 1d8+2 damage and Carain Hand can make a second attack.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
A gray fleshed wort filled hand about the size of a dog with many many fingers all deformed and has gray blue nails.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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