Tiny Undead, Unaligned
Armor Class 13 Natural Armor
Hit Points 3 (1d4 + 1)
Speed 20 ft., Climb 20 ft.
STR
14 (+2)
DEX
14 (+2)
CON
12 (+1)
INT
4 (-3)
WIS
12 (+1)
CHA
3 (-4)
Skills Stealth +0
Damage Resistances Radiant
Damage Immunities Fire, Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Tremorsense 30, Passive Perception 10
Languages Understands Primordial but cannot speak
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Turn Immunity. A Burning Hand is immune to effects that turn undead.

Lanternlight.  A Burning Hand sheds dim light in a 10 foot radius.

Extinguishable.  If a Burning Hand is ever completely submerged in water or buried in sand, dirt, or another material sufficient to completely smother its fire, it loses half its hit points and becomes a Crawling Claw.

Actions

Latch On. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 4 (1d4 + 2) fire damage.  The Burning Hand grabs on to its target, dealing this attacks damage at the start of the Burning Hand's turn, requiring no attack roll.  While the Burning Hand is latched on to a target, all attacks against it from creatures other than the one it is latched on to that hit the Burning Hand also deal half damage to the latched-upon creature.  In lieu of attacking individual Burning Hands that have attached to it, a latched-upon creature can use its action to make a DC 12 Strength check to shake off all Burning Hands attached to it.  On a success, the Burning Hands fall prone within 10 feet, and cannot take reactions until their next turns.

Description

The least of the burning dead, the burning hand--which is quite literally an undead hand aflame--'walks' after any living thing it detects, attempting (typically as part of a mass of such hands) to grasp on to its foe to continually burn them until they are destroyed.

ThePowersMattBe

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