Strange Hands (5e Hazard)

Strange Hands

Spectral hands pop out of the ground trying to grab the player. Target must make a DC 15 Dexterity save to avoid it, being grappled on a failure. At the end of each of its turns, grappled creature can try its save.

If a player tries to deal damage to the hands, the next save to escape they make's DC increases by an amount equal to half the damage dealt. If the DC increases above 25, the DC becomes 25 and the grappled creature takes force damage equal to the amount the DC would be increased above 25.


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gollark: imagine not being able to summon money from the v͎͜͝o̵̡͝i̧̢͙d̡͜͠
gollark: But if it causes bad things, that would be bad, so you should do it.
gollark: But seriously, why do it if it causes bad things?
gollark: Time to initiate Contingency P-485.
gollark: Oh dear, I have become somewhat predictable.
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