Blaspheming Hand

Large fiend, lawful evil

Armor Class 14 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 30 ft., fly 30 ft (hover)

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 17 (+3) 6 (–2) 12 (+1) 12 (+1)

Damage Resistances cold, fire, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities poison
Condition Immunities blinded, deafened, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11
Languages understands Abyssal and Infernal but can’t speak
Challenge 3 (700 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Magic Resistance. The blaspheming hand has advantage on saving throws against spells and other magical effects.
  • Steadfast. The blaspheming hand can’t be charmed or frightened while at least one of its allies is within 30 feet of it.

ACTIONS

  • Multiattack. The blaspheming hand makes one Claw attack and uses Evil Fingers.
  • Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and the target is grappled (escape DC 14) if it is a Medium or smaller creature and the hand isn’t being used as a mount. Until this grapple ends, the target is restrained, the blaspheming hand can’t use its Claw on another target, and the hand’s walking speed is reduced to 0.
  • Evil Fingers. The blaspheming hand gestures at one creature it can see within 60 feet, causing one of the following effects:
    • Beckoning Finger. The target must succeed on a DC 14 Strength saving throw or be magically pulled up to 30 feet in a straight line toward the hand. If the creature is pulled to within 5 feet of the hand, the hand can make one Claw attack against it as a bonus action.
    • Punishing Finger. The target must succeed on a DC 14 Charisma saving throw or take 10 (3d6) fire damage and be marked for punishment. Until the start of the hand’s next turn, each time the punished target makes an attack against the blaspheming hand or its rider, the target takes 7 (2d6) fire damage.
    • Repelling Finger. The target must succeed on a DC 14 Strength saving throw or take 11 (2d10) force damage and be pushed up to 10 feet away from the hand and knocked prone.
    • Unraveling Finger. The target must succeed on a DC 14 Wisdom saving throw or bear a magical mark. Whenever the blaspheming hand deals damage to the marked creature, the hand regains hp equal to half the damage dealt. The mark lasts until the blaspheming hand dismisses it as a bonus action, or it uses Unraveling Finger again.

ABOUT

A massive, crimson, humanoid hand the size of a horse crawls across the ground. Numerous vestigial fingers sprout from where its wrist would be.

Blaspheming hands are the severed hands of giants subjected to obscure, occult rituals, infused with the spirit of a lesser fiend, and given life. Hags and evil cults hold the secrets to creating these horrific fiends.

Infused with Curses. During the creation of the blaspheming hand, foul fetishes and cursed trinkets are embedded within the dead flesh before it is imbued with new life. While the flesh is split, profane symbols are carved into its bones to seed it with evil charms. These allow a blaspheming hand to attack with both magical effects and debilitating curses.

Mount of Hags. Hags who create blaspheming hands often use them as mounts, riding them as they scuttle across the ground on their many fingers or sitting in their upturned palms as they fly through the air.

Section 15: Copyright Notice

Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein, Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher Lockey, Sarah Madsen, Ben Mcfarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham

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