Dead Hand

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A terrifying creature of all dark places in the world, the Dark Hand is a great mound of flesh covered in splotches of its previous victim’s blood. With its ability to burrow and drain your very essence, adventurers tend to stay clear of the deeper darker places where they tend to lurk. The addition of the Deadhands they spawn only makes them more fearsome.

DEAD HAND CR 11


XP 12,800
NE Large undead (extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +20

DEFENSE
AC 25, touch 12, flat-footed 22 ( +3 Dex, +13 natural, –1 size)
HP 133 (14d8 +70)
Fort +9, Ref +7, Will +12
Defensive Abilities spell deflection, undead traits; SR 22

OFFENSE
Speed 30 ft., burrow 20 ft.
Melee 2 claws 18 (1d89 plus energy drain)
Space 10 ft.; Reach 10 ft.
Special Attacks spawn deadhands, energy drain (1 level, DC 20)
Spell-Like Abilities (CL 18th)

At will— Animate Dead, Bestow Curse(DC 19), Confusion (DC 19), Control Undead (DC 22), Death Knell (DC 17), Ghoul Touch (DC 17), Inflict Serious Wounds (DC 18), Lesser Planar Ally, Ray of Enfeeblement, Spectral Hand, Suggestion (DC 18), True Seeing, Vampiric Touch (DC 18)

STATISTICS
Str 28, Dex 16, Con —, Int 19, Wis 16, Cha 21
Base Atk +10; CMB +20; CMD 33
Feats Blind-Fight, Cleave, Combat Casting, Combat Expertise, Improved Initiative, Improved Sunder, Power Attack
Skills Bluff +19, Diplomacy +14, Fly +19, Intimidate +19, Knowledge (arcana) +21, Knowledge (planes) +18, Perception +20, Sense Motive +17, Spellcraft +21, Stealth +6
Languages Abyssal, Celestial, Common, Infernal; telepathy 100 ft.

SPECIAL ABILITIES

Spawn Grabbing Arm (Ex)
While the Dead Hand is burrowed, it may summon up to 1d6 Grabbing Arms to help it.

Energy Drain (Su)
This attack saps a living opponent’s vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one negative level. If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels.The Dead Hand gains 10 temporary hit points for each negative level it bestows on an opponent, and these temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 20). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.

Spell Deflection (Su)
If any of the following spells are cast at the Dead Hand and overcome its spell resistance, they instead affect one of the Dead Hand’s Deadhands: banishment, chaos hammer, confusion, crushing despair, detect thoughts, dispel evil, dominate person, fear, geas/quest, holy word, hypnotism, imprisonment, magic jar, maze, suggestion, trap the soul, or any form of charm or compulsion.

DEADHANDS CR 1/2


XP 200
NE Small undead
Senses blindsense 30 ft., darkvision 60 ft.; Perception +4

DEFENSE
AC 13, touch 13, flat-footed 13 ( +2 size, +1 Dexterity)
HP 9 (1d8 +5)
Fort +2, Ref +1, Will +2
Immune undead traits

OFFENSE
Speed Immobile
Melee claw +5 (1d1 +1 plus grab)
Space 1 ft.; Reach 0 ft.
Special Attacks strangle

STATISTICS
Str 13, Dex 13, Con —, Int 2, Wis 11, Cha 14
Base Atk +0; CMB +2 ( +6 grapple); CMD 10
Feats Toughness, Improved Grapple
Skills Climb +9, Perception +4, Stealth +12, Survival +4; Racial Modifiers +4 Survival

SPECIAL ABILITIES

Strangle (Ex)
An opponent grappled by the creature cannot speak or cast spells with verbal components.

Grab (Ex)
Deadhands can use its grab ability on a creature of up to Medium size.


Similar to the Deadhands, a Dexihand is primarily found underwater. Using the natural electric charge in its body, the Dexihand stuns prey then quickly strangles them. Fortunately, the Dexihand is immobile. Unfortunately, they tend to make their lairs in forests of underwater plant-life.

DEXIHAND CR 5


XP 1,600
NE Medium undead
Init +2; Senses blindsense 30 ft., darkvision 60 ft.; Perception +7

DEFENSE
AC 19, touch 13, flat-footed 16 ( +2 Dex, +1 dodge, +6 natural)
HP 39 (6d8 +18)
Fort +4, Ref +6, Will +6
Immune undead traits

OFFENSE
Speed Immobile
Melee claw +11 (1d6 +7 plus 1d6 electric plus grab)
Special Attacks mark quarry, strangle

STATISTICS
Str 21, Dex 15, Con —, Int 2, Wis 13, Cha 14
Base Atk 5; CMB +10 (14 grapple); CMD 23
Feats Dodge, Lightning Reflexes, Toughness, Weapon Focus (claw)
Skills Acrobatics +3, Perception +7, Stealth +12; Racial Modifiers +4 Stealth
Languages Common, Zoran (can’t speak)

SPECIAL ABILITIES

Mark Quarry (Su)
A Dexihand is assigned a quarry by anointing the hand with a drop of the intended quarry’s blood. If the hand has no current quarry, it automatically gains the next creature it damages as its quarry. Once attuned to a target, it becomes aware of the target’s location as if under the effect of a continuous locate creature spell. The hand gains a +1 bonus on all attack rolls, damage rolls, and skill checks made to seek out and destroy the marked quarry. The mark quarry ability lasts until the quarry or the hand is slain.

Strangle (Ex)
An opponent grappled by the creature cannot speak or cast spells with verbal components.

Dead Hand

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