Pass through the elements: The Cursed Claw can pass through any element withouth taking damage. This effect is applied to grappled creatures.
Regeneration 4: The Cursed Claw regains 4D6 Hitpoints at the end of each of its rounds.
Innate Teleporter: Outside of combat or when grappling a surprised creature, the Cursed Claw can teleport itself and any creature it grapples up to 13 miles away. This can only be used once per day on the same grappled creature.
Spellcasting: The Cursed Claw can cast the following spells, requiring no material components. (spell save DC 14)
At will: Hold Person, Slow, Invisibility, Misty Step (The Creature grappled by the Cursed Claw is teleported aswell)
(Recharge 5–6): Vampiric Touch, Flesh to Stone
Grappling Punch. Melee: +6 to hit, reach 5 ft., one target. Hit: 8 (2d6+4) bludgeoning damage and the target is grappled. (Escape DC: 15)
The Cursed Claw can only grapple one creature at a time.
Squeeze. The Cursed Claw squeezes the creature it grapples. It takes 10 (2d6+8) bludgeoning damage.
Throw. The Cursed Claw throws the creature it grapples at another creature or the wall. Ranged: +6 to hit, reach 30 ft., up to two targets. Hit: 8 (2d6+4) bludgeoning damage. The thrown creature takes full damage. The Target only takes damage if the attack hits.
Grapple. When being Hit and not grappling a creature, the Cursed Claw can try to grapple the attacker. Melee: +3 to hit, reach 5 ft., one target. Hit: The Target is grappled. The Cursed Claw can only grapple one creature at a time.
Description
The Cursed Claw is often summoned to defend ancient crypts from graverobbers. The 1 - 1.5m big creature is in the form of a giant blue hand with long claw like fingernails.
Cursed Claw mostly hibernate till they sense someone intruding into their territory, using stealth and invisibility to surprise the intruders they grapple them and either beat them to death or teleport them outside.
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