Legendary Resistance (3/Day). If Crazy Hand fails a saving throw, it can choose to succeed instead.
Magic Attacks. Crazy Hand's attacks are magical.
Multiattack. Crazy Hand can use up to four attacks from all the options bellow.
Punch. Melee Weapon Attack: +25 to hit, reach 5 ft., one target. Hit: 85 (15d10 + 20) bludgeoning damage.
Grab. Melee Weapon Attack: +25 to hit, reach 5 ft., one target. Hit: 70 (10d10 + 20) bludgeoning damage. The target must make an escape saving throw (DC 28) or be grappled by Crazy Hand. While a creature is grappled this way, Crazy Hand can only use the grab action on the target to inflict 15d10 bludgeoning damage or throw the target on the ground, making it 25d10 bludgeoning damage and releasing it from the grapple.
Crawl. Crazy Hand "crawls" up to 50 ft . When he reaches his target, he stomp on them: Melee Weapon Attack: +25 to hit, reach 5 ft., one target. Hit: 70 (10d10 + 20) bludgeoning damage and 5d10 necrotic damage. The necrotic damage removes from your maximum hit points until a long rest. It then returns to its original position without creating attack of opportunity.
Poke (Recharge 4–6). Melee Weapon Attack: +25 to hit, reach 5 ft., one target, 3 times. Hit: 45 (5d10 + 20) bludgeoning damage. The first poke adds 5d10 necrotic damage that is removed from your maximum hit points until you take a long rest. The second poke adds 5d10 lightning damage and the last one adds 5d10 cold damage.
Lasers. Range Weapon Attack: +25 to hit, reach 100 ft., 5 targets. Hit: 100 (20d6 + 40) force damage. The target is disintegrated if this damage leaves it with 0 hit points.
Bomb. Crazy Hand shoots 1d6 bombs. The bombs explosion radius is 30 ft. Any creature in the zone of one of the explosion must make a Dexterity Saving Throw (DC 25). It takes 30d10 fire damage on a failed save and half as much on a successful one
Crush (Recharge 4–6). Crazy Hand closes fly up in the sky. It can't be attacked until the start of it's next turn. It slaps the ground, forcing players in a 10 ft. radius from the impact point to make a Dexterity Saving Throw (DC 25). On a failed save, the player takes 15d10 bludgeoning damage and is paralyzed for 1d4 rounds.
Drill (Recharge 4–6). Crazy Hand fly up in the sky. It can't be attacked until the start of it's next turn. It drills down to the ground, forcing players in a 10 ft. radius from the impact point to make a Dexterity Saving Throw (DC 25). On a failed save, the player takes 20d10 piercing damage or half as much on a successful save.
Slap. Recharge 4–6). Crazy Hand makes a slap attack across the room. It starts from the left side to the right, before returning to its original position. This does not create attack of opportunity, and each player in the way of the hand must make a dexterity saving throw (DC 25). On a failed save, the target takes 15d10 bludgeoning damage or half as much on a successful save.
Sweep. Recharge 4–6). Crazy Hand makes a sweep attack across the room. It starts from the top side to the bottom, before returning to its original position. This does not create attack of opportunity, and each player in the way of the hand must make a dexterity saving throw (DC 25). On a failed save, the target takes 15d10 bludgeoning damage or half as much on a successful save.
Crazy Hand can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Crazy Hand regains spent legendary actions at the start of its turn.
Punch. Melee Weapon Attack: +25 to hit, reach 5 ft., one target. Hit: 85 (15d10 + 20) bludgeoning damage.
Grab. Melee Weapon Attack: +25 to hit, reach 5 ft., one target. Hit: 70 (10d10 + 20) bludgeoning damage. The target must make an escape saving throw (DC 28) or be grappled by Crazy Hand. While a creature is grappled this way, Crazy Hand can only use the grab action on the target to inflict 15d10 bludgeoning damage or throw the target on the ground, making it 25d10 bludgeoning damage and releasing it from the grapple.
Crawl. Crazy Hand "crawls" up to 50 ft . When he reaches his target, he stomp on them: Melee Weapon Attack: +25 to hit, reach 5 ft., one target. Hit: 70 (10d10 + 20) bludgeoning damage and 5d10 necrotic damage. The necrotic damage removes from your maximum hit points until a long rest. It then returns to its original position without creating attack of opportunity.
Poke (Costs 2 Actions). Melee Weapon Attack: +25 to hit, reach 5 ft., one target, 3 times. Hit: 45 (5d10 + 20) bludgeoning damage. The first poke adds 5d10 necrotic damage that is removed from your maximum hit points until you take a long rest. The second poke adds 5d10 lightning damage and the last one adds 5d10 cold damage.
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