Large Construct (Warforged), Lawful Neutral
Armor Class 18 Plate Armor
Hit Points 366 (49d12 + 48)
Speed 35 ft.
STR
24 (+7)
DEX
18 (+4)
CON
27 (+8)
INT
19 (+4)
WIS
14 (+2)
CHA
17 (+3)
Saving Throws DEX +10, CON +14, WIS +8, CHA +9
Damage Resistances Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Senses Truesight 60ft., Passive Perception 19
Languages Common
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If the Hand of the KIng fails a saving throw, it can choose to succeed instead.

Innate Spellcasting. The Hand of the King's spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring only verbal components:

At will: Mage Hand
3/Day each: Telekinesis, Bones of the Earth, Symbol
1/Day each: Hold Person, Hold Monster (No Concentration required)

Immutable Form. The Hand of the King is immune to any spell or effect that would alter its form.

Construct Nature. The Hand of the King doesn't need air, food, drink, or sleep.

Duty before Death. (Mythic Trait; Recharges after a Short or Long Rest). If the Hand of the King is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, it regains its full health, and gains access to its Multiattack and Mythic Traits/Actions. In addition, it immediately uses its Chrysalis Action.

Actions

Multiattack (Mythic Form only).  The Hand of the King makes three Symmetrical Lance attacks, or two Launching Dash Attacks.

Symmetrical Lance. Melee Weapon Attack: +9 to hit, reach 10ft.,. Hit: 13 (2d8 + 4) Slashing damage.

Launching Dash. The Hand of the King charges forward in a 60ft. long Line (10ft. Width), forcing creatures in his path to make a DC 16 Dexterity Saving Throw or take 20 (5d6 + 2) Bludgeoning damage, and be launched 30ft. away, landing Prone. A successful save avoids all damage and knockback.

Bomb Toss. The Hand of the King tosses out three pairs of bombs randomly around the Arena. Creatures within a 10ft. sphere of the bombs must make a DC 16 Dexterity Save or take 13 (4d4 + 3) FIre damage, or half as much on a successful Save.

Legendary Actions

The Hand of the King has three Legendary Actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Hand of the King regains spent Legendary Actions at the start of it's turn.

Bomb Blitz. The Hand of the King uses its Bomb Toss attack.

Symmetrical Lance. The Hand of the King makes one attack with its Symmetrical Lance.

Lance Flurry (Costs 2 Actions). THe Hand of the King makes three Symmetrical Lance attacks.

Giant Slam (Costs 2 Actions). The Hand of the King leaps into the air and slams down at any point within 30ft. of where it began it's jump. Creatures in a 15ft. area of it's impact point must make a DC 18 Dexterity Saving Throw or take 18 (3d8 + 4) Bludgeoning damage. A successful save avoids all damage.

Mythic Actions

If the Hand of the King's Duty before Death trait has activated in the last hour, it can use the following actions as Legendary Actions. It also gains an additional Legendary Action, totaling it up to 4 per turn.

Chrysalis (1/Encounter, costs 4 Actions). The Hand of the King encases itself in a forcefield akin to Wall of Force, without the vulnerability to the Disintegrate spell and only covering the Hand of the King, who becomes Immune to all damage sources for 3 (1d4 + 1) Rounds. During this time, 3 (2d4 - 1) Monsters of the Beast, Fiend, or Monstrocity type appear, with a total CR of 12. Defeating these enemies destroys the Hand of the King's barrier early.

Giga Breaker (Costs 4 Actions). The Hand of the King dashes forward 10ft., then jumps into the air the same way it does during Giant Slam. It then slams itself back into the ground, forcing creatures within a 45ft. area of it's impact to make a DC 20 Dexterity Save or take 30 (6d6 + 9) Bludgeoning damage. Creatures in that area are flung up to 15ft. away and knocked Prone. The area affected by this attack becomes DIfficult Terrain.

Description

(INSPIRED BY / BASED OFF OF DEAD CELLS BY MOTION TWIN)

The Hand of the King, a constructed "Perfect" guardian made to defend the ever-paranoid, nameless King. It stands at roughly thirteen feet tall (Estimate.) and wields a massive, double-sided Lance larger than itself. It's body is made fully of armor and red cloth, gold making up it's forearms and shoulder pads, and parts of it's helmet, while a darker metal (Steel? Iron?) makes up the rest of its body. It wears red fabric around its "neck" like a scarf, and covering it's waist.

In combat, the Hand of the King will usually cycle between it's attacks in some sort of order. Typically, Lance, Bombs, Dash, Slam, Lance works out well. Ultimately, it's up to you as the DM to use which attacks in whatever order you want.

Lair and Lair Actions

The Hand of the King is typically fought in the Throne Room, where it summons a barrier around the King before the fight begins. The ground was once lavish stone, now cracked and overrun with grass; A mutated tree with eyes growing into it's bark stands to the side of the Throne, short yet thick hexagonal pillars of stone half-risen out of the ground towards it, and making up the Throne and ground itself. In the distance is the remains of an elaborate archway, leading down a path to a celestial Observatory. Around the Throne Room are pits filled with spikes that the Hand of the King can retract seemingly at will.

Lair Actions

On initiative count 20 (losing initiative ties), the Hand of the King takes a lair action to cause one of the following effects; the Hand of the King can’t use the same effect two rounds in a row:

  • The Hand of the King summons spikes around the edges of the Throne Room, which deal 3d4 Piercing damage to anything that falls into them. The Hand of the King is immune to this damage.
  • The Hand of the King summons three red Flags around the Arena. In one Round, these flags will explode, dealing 4d6 Fire damage to any creatures within a 15 ft. sphere of them on a failed DC 18 Dexterity Save, or half as much on a successful Save. Flags have 20 Hit Points and an AC of 5.

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