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Severed Hand

Tiny undead, neutral evil

Armor Class 12
Hit Points 10 (4d4)
Speed 30 ft., climb 10 ft.

STR DEX CON INT WIS CHA
8 (–1) 15 (+2) 10 (+0) 6 (–2) 8 (–2) 5 (–3)

Skills Acrobatics +4
Damage Immunities poison
Condition Immunities blinded, deafened, poisoned
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 8
Languages understands the languages it knew in life but can’t speak
Challenge 1/8 (25 XP)

Special Traits

  • Pack Tactics. The severed hand has advantage on an attack roll against a creature if at least one of the hand’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Standing Leap. The severed hand’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
  • Weapons Specialist. The severed hand is proficient with one-handed finesse weapons and can use its action to make an attack roll with such a weapon in place of its Slam attack.
  • Undead Nature. A severed hand doesn’t require air, food, drink, or sleep.

Actions

  • Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Section 15: Copyright Notice

Tegel Manor © 2019, Frog God Games, LLC; Authors: Bill Webb & Thom Wilson with additional material by Gabor Lux