Magic Resistance. The hag has advantage on saving throws against spells and other magical effects, Save for Radiant damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Instant Movement: Upon taking damage the Arm will attempt to teleport to another opening or dark hole. Nearest adventure must make a DC 15 Dex save to stop it from doing this. Upon failure it takes [roll]1d4[/roll] psychic damage.
Drag With: Upon defeat the Arm will latch onto the nearest adventurer and attempt to drag them with it to another location, be that near or far. Player must succeed a DC 18 Str save or be moved to that location.
Description
The creeping claw of a ghostly witch that lives within the etheral darkness. It is play full in nature and will often leave treats for adventures filled with nasty surprises.
However it is best to leave this Mostly harmless aberration alone as it has a tendency to attack fiercely when provoked and unlucky adventurers have even found themselves dragged miles from home by these nasty arms, that is if they didn't kill them first.
Comments