Tiny Aberration (Any Race), Neutral
Armor Class 14 Natural
Hit Points 4 (1d4)
Speed 30 ft., Climb 15 ft.
STR
4 (-3)
DEX
18 (+4)
CON
8 (-1)
INT
12 (+1)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws DEX +6
Skills Performance +5, Sleight of Hand +7, Stealth +9
Damage Vulnerabilities Necrotic
Condition Immunities Blinded, Deafened
Senses Blindsight 5ft, Tremorsense 30ft, Passive Perception 15
Languages Common (sign language) Any additional languages known by its owner/originator
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

 The Aminated Hand can be used to remotely cast touch spells, and cantrips with purely somantic components.

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

The Animated Hand is a familiar created using a special ritual, originally developed by the archlich Azaltin Ibn Issad of Al-Anwahr, in Zakhara, for use by his priests-errant. The Animated Hand is literally a hand belonging to the ritual caster, and is 'consumed' in the enacting of the ritual. A clasp of some kind must be used to both top the forearm of the caster and the wrist of the Animated Hand. Gold is usual, but silver is not uncommon. The hand can be detached at will by the caster, to perform simple tasks, and can be summon at will, reattaching through simple contact.

If the Animated Hand is destroyed, it re-materialises on the caster's arm with a successful performance of the Summon Familiar ritual. 

The hand can take any cosmetic form. though usually appears as it did prior to its consumption.

The Animated Hand can wear a magical ring, and will confer the ring's ability to its owner whilst it is attached. Should the ring need attuning, the owner is still limited to the standard number of attunments. 

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.

LaoTseBoi

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