| Mod | Save | ||
|---|---|---|---|
| STR | 6 | −2 | −2 |
| DEX | 18 | +4 | +6 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | −2 |
| WIS | 12 | +1 | +3 |
| CHA | 10 | +0 | +0 |
Puppet the Flesh (Recharge 5-6). The Claw leaps onto a grappled, unconscious, restrained, or willing creature and attempts to burrow its necrotic cords into their spine or nervous system. The target must make a DC 14 Constitution saving throw.
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On a failure: The Claw puppets the creature for 1 minute.
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On a success: The Claw detaches and cannot attempt again this turn.
A puppeted creature:
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Acts on the Claw’s initiative
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Takes only actions the Claw commands
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Retains its thoughts but cannot move its own body
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Can repeat the Constitution save at the end of each of its turns
Removing the Claw requires:
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A successful DC 15 Strength check to pry it off, or
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Dealing 10 slashing/piercing damage directly to the Claw (without killing the host)
The Claw detaches instantly if reduced to 0 HP.
After 10 minutes the claw can detached from the host, the host is now a thrall. Only killing the claw can remove the enthrallment to the claw.
The claw can only have one thralled creature at a time.
A thrall acts on it's own accord, but will not willingly damage an alley. A thrall will not willingly reveal it's enthrallment, but will instead look for excuses as to why it's not acting on it's former parties behave.
Undead Construct. The Claw was created by Virelda in a lab from the corpse of an especially talented thrall. The Claw acts as a familiar and can be summoned with the find familiar ritual.
Claw Climb. The claw can climb difficult surfaces, including along ceilings, without needing to make an ability check.
The Claw can cling to ceilings, walls, glass, and even slick surfaces. It can occupy the same space as another creature.
It can squeeze under doors, through cracks, or into pipes as small as 1 inch wide.
Graceful Leaper. The claw ignores movement restrictions caused by difficult terrain, and the claw can leap up to 10 feet in a single bound, which does not take any of it's movement, this leap can only be done once per turn.
Assist the Mistress. When the Claw is within 30 feet of Virelda, she automatically succeeds on concentration checks.
If she casts Command, Suggestion, Hold Person, or any necrotic spell, the Claw harmonizes the spell’s whispers, giving Virelda +2 to spell attack rolls and imposing disadvantage on the target’s first saving throw.
Distracting Scamper (Recharge 4-6). The Claw targets one creature it can see within 30 ft. The target must succeed on a DC 13 Wisdom saving throw or be:
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Unable to take reactions
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At disadvantage on the next attack roll before the end of its next turn
Shared Sight. Virelda can see through the Claw’s eyes at will (no action), even across planar boundaries within the Academy grounds.
Death Skitter. When reduced to 0 HP, the Claw explodes into a puff of necrotic dust and bone fragments. One creature within 5 ft. must succeed on a DC 13 Dexterity save or take 7 (2d6) necrotic damage and have disadvantage on Constitution saving throws until the end of its next turn.
Multiattack. The claw makes two slash attacks.
Slash. Melee Attack: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage plus 9 (2d8) Necrotic damage.
Tendon Lash (Recharge 6). Melee Attack, target 1 creature with in range: reach 10 ft. Hit: 10 (3d6) Necrotic Slashing damage.The target is pulled 5 feet toward the Claw, If this pull brings the target adjacent, the Claw may immediately use Puppet the Flesh as part of the same action (assuming it already does not have a puppet.
Burrow-Crawl. The Claw moves up to half its speed and can move through occupied spaces or under objects without provoking opportunity attacks.
Skitter-Dodge. When a creature attacks the Claw, it may impose disadvantage on the attack roll (must be able to see the attacker).
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