Fragmented Soul Zaldrin’s Hand retains a portion of Zaldrin’s soul. It has advantage on saving throws against being frightened. The Hand can cast spells as though it were a Level 12 Wizard.
Innate Necromancy When Zaldrin’s Hand casts necromancy spells, they count as one level higher than the slot used.
Cunning Action The Hand can use its bonus action to Dash, Disengage, or Hide.
Shadowmeld When in dim light or darkness, Zaldrin’s Hand can use a bonus action to become invisible. This effect lasts until it attacks, casts a spell, or is in bright light.
Grim Recovery When Zaldrin’s Hand kills a creature with a spell, it regains 10 hit points.
Undead Fortitude If damage reduces Zaldrin’s Hand to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Hand drops to 1 hit point instead.
Zaldrin's Racial Traits
Innate Spellcasting. Knows the poison spray
cantrip. Can cast animal friendship an
unlimited number of times with this trait, but
can target only snakes with it. Can also cast
suggestion with this trait. Once you cast it, you
can't do so again until you finish a long rest.
(Charisma)
Magic Resistance. You have advantage on saving
throws against spells and other magical effects.
Poison Immunity. You are immune to poison
damage and the poisoned condition.
Zaldrin's Features & Traits
Spell Sniper When you cast a spell that requires
you to make an attack roll, the spell’s range is
doubled.Your ranged spell attacks ignore half cover
and three-quarters cover.
Tough Your hit points maximum increases by 24.
Arcane Recovery Once per day when you finish a
short rest, you can choose expended spell slots to
recover. The spell slots can have a combined level
that is equal to or less than 6.
Grim Harvest. Once per turn when you kill one or
more creatures with a spell of 1st level or higher,
you regain hp equal to twice the spell’s level, or
three times its level if the spell belongs to the
School of Necromancy. You don’t gain this benefit
for killing constructs or undead.
Undead Thralls. When you cast animate dead, you
can target one additional corpse or pile of bones,
creating another zombie or skeleton, as
appropriate. The creature’s hp maximum is
increased by 12 and adds 4 to its weapon damage
rolls.
Inured to Undead. Your hp maximum can't be
reduced.
Spellcasting. Zaldrin's Hand is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Zaldrin's Hand has following Wizard spells prepared:
Cantrips (at will): Sapping Sting, Mage Hand, Message, Toll The Dead, Eldritch Blast (Spell Sniper)
1st level (4 slots): Detect Magic, Mage Armor, Cause Fear, Expeditious Retreat, Tasha's Hideous Laughter, Comprehend Languages, Illusory Script, Witch Bolt
2nd level (3 slots): Fortune's Favor, Alter Self, Misty Step, Flock of Familiars
3rd Level (3 slots) Animate Dead, Bestow Curse, Counterspell, Enemies Abound, Vampiric Touch
4th Level (3 slots) Phantasmal Killer, Banishment, Polymorph, Greater Invisibility
5th Level (2 slots) Contact Other Plane, Dream
Claw Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning or slashing damage (claw's choice).
Multiattack Zaldrin’s Hand makes two melee attacks or one melee attack and casts a cantrip.
Necrotic Grasp (Recharge 5–6)
Zaldrin’s Hand attempts to seize a target within 10 feet with a spectral grip. The target must succeed on a DC 16 Strength saving throw or take 24 (4d10) necrotic damage and be restrained. The restrained target takes 10 (3d6) necrotic damage at the start of its turns. The target can repeat the saving throw at the end of its turns.
Shadow Step. Zaldrin’s Hand teleports up to 30 feet to an unoccupied space it can see in dim light or darkness. After teleporting, it has advantage on its next melee attack before the end of its turn.
Echo of Affection (Specific to Eris). Zaldrin’s Hand releases a flicker of its past connection to Eris. Eris regains a spell slot of her choice up to 3rd level and gains advantage on her next attack roll, saving throw, or ability check. However, the memory leaves her momentarily shaken, and she has disadvantage on her next Wisdom saving throw.
Spell Twist. When a creature within 30 feet of Zaldrin’s Hand casts a spell, the Hand can use its reaction to subtly alter the magic. The caster must succeed on a DC 17 Intelligence saving throw, or the Hand changes the spell's target to a creature of its choice within range.
Necrotic Rebuke. When a creature hits Zaldrin’s Hand with a melee attack, the Hand releases a burst of necrotic energy. The attacker must succeed on a DC 17 Constitution saving throw or take 10 (3d6) necrotic damage and have its speed reduced to 0 until the end of its next turn.
Necrotic Shield. When a creature hits Zaldrin’s Hand with a melee or spell attack, it can use its reaction to absorb some of the energy. The Hand gains 10 temporary hit points, and the attacker must succeed on a DC 17 Constitution saving throw or take 10 (3d6) necrotic damage.
Lingering Pain (Specific to Eris).
When Eris deals damage to Zaldrin’s Hand, the Hand uses its reaction to inflict psychic backlash. Eris must make a DC 17 Wisdom saving throw or take 9 (2d8) psychic damage and lose the benefit of any temporary hit points she has. On a successful save, she takes half damage.
Ethereal Bond (Specific to Eris).
When Eris is targeted by a hostile spell or effect, Zaldrin’s Hand can use its reaction to project a fragment of their past connection, shielding her from harm. Eris gains resistance to the damage from the triggering spell or effect and advantage on her next spell attack roll or saving throw. However, the action stirs painful memories, causing her to take 2 (1d4) psychic damage after the effect resolves.
Zaldrin’s Hand can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Zaldrin’s Hand regains spent legendary actions at the start of its turn.
Cursed Grip. The Hand targets a creature within 10 feet. The creature must succeed on a DC 17 Constitution saving throw or have disadvantage on attack rolls and saving throws until the end of its next turn.
Reanimate (Costs 2 Actions).
Zaldrin’s Hand reanimates a nearby corpse as a skeleton or zombie (DM's choice). The undead remains under the Hand’s control until destroyed.
Echo of the Necromancer (Costs 2 Actions).
The Hand unleashes a fragment of Zaldrin’s voice, which reverberates with chilling malice. Each creature within 30 feet must succeed on a DC 17 Wisdom saving throw or take 11 (2d10) psychic damage and become frightened until the end of the Hand’s next turn. Creatures that succeed on the save are immune to this effect for 24 hours.
Shadow Step (Costs 2 Actions). The Hand teleports up to 30 feet to a space it can see in dim light or darkness. Creatures within 5 feet of the space it leaves take 7 (2d6) necrotic damage.
Empowered Connection (Costs 2 Actions).
The Hand briefly channels the remnants of Zaldrin’s bond with Eris, granting her a surge of power. Eris gains advantage on her next attack roll, ability check, or saving throw. Additionally, her next damage-dealing spell or weapon attack deals an additional 1d8 necrotic damage, fueled by the shadowy energy of their shared history.
Description
“A fragment of Zaldrin’s will lingers within this macabre creation, its twisted purpose bound by equal parts vengeance and longing. Zaldrin’s Hand is a grotesque remnant of the necromancer Zaldrin’s physical and spiritual form."
Behavior and Tactics:
Zaldrin’s Hand is driven by a mixture of its master’s ambitions and the fractured emotions left behind by his death. It acts with cold intelligence, prioritizing targets that it perceives as the greatest threat. However, when Eris is present, its tactics become erratic, oscillating between hostile aggression and moments of unintended empowerment, as fragments of Zaldrin’s lingering affection surface.
Origins:
Zaldrin’s Hand was created during Zaldrin’s final moments, when the necromancer’s soul fractured as his body was destroyed. A fragment of his essence anchored itself to his severed hand, infused with his mastery of necromancy and the dark energy of his demise. Though intelligent and powerful, Zaldrin’s Hand is not fully whole, haunted by fragmented memories of its former self.
Comments