The God Hand (5e Creature)

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The God Hand

Huge swarm of Medium celestials, lawful evil


Armor Class 25 (natural armor)
Hit Points 2500
Speed 30 ft., fly 80 ft.


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10)

Saving Throws +14 Strength, Constitution, Intelligence, Charisma
Skills +14 Persuasion, Intimidation, Athletics, Acrobatics, History, Perception, Performance
Damage Resistances Magical piercing, slashing, and bludgeoning, fire, lightning, acid, cold
Damage Immunities All non-magical damage, Psychic, Necrotic, Radiant, Poison
Condition Immunities Prone, Frightened, Exhausted, Petrified, Blinded, Deafened, Poisoned, Stunned, Unconscious
Senses passive Perception 24
Languages all, telepathy 120 ft.
Challenge 50 (1,220,000 XP)


Omnicognizant. The God Hand always goes first in turn order.

Causality Manipulation (5/day). The God Hand can choose to automatically succeed a saving throw before or after it rolls.

ACTIONS

Brand of Sacrifice. Ranged Spell Attack: +15 to hit, 200ft range, 5 targets. Every successfully hit creature suffers from the following: The God Hand knows of their location at all times. When a Fiend, Aberration, or Celestial comes within 60ft of the creature, they take 1d6 psychic damage. When within 15ft of the God Hand, they take an additional +15 damage. If a creature affected by this dies, the God Hand regains that creature’s maximum hit points, which can extend past 2500.

Gravitic Blast. Ranged Spell Attack: +15 to hit, 15ft cone. Hit: 90 (12d12+12) Force damage. Creatures in range must also succeed a DC 20 Constitution saving throw or be moved 30ft back and be knocked prone.

REACTIONS

Instantaneous Halting. The God Hand forces one creature to succeed a DC 23 Constitution saving throw or become paralyzed. They must either be hit by Gravitic Blast or another creature must spend their action and bonus action to stop this effect.

LEGENDARY ACTIONS

The The God 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. The The God Hand regains spent legendary actions at the start of its turn.

Summon Apostle. The God Hand summons one Aberration, Fiend, Fey, or Celestial with a CR lower than its own. This creature is loyal to the God Hand.

Flesh Sphere. The God Hand targets three willing creatures within 30ft of a creature within 200ft. The willing creatures are killed instantly in an attempt to entrap the target. They must succeed a DC 20 saving throw or have their movement speed reduced to 0 and take 36 (2d6+10) force damage at the beginning of their turn. If they fail, they must deal 120 damage to escape.

Environmental Manipulation. The God Hand manipulates the landscape around them. A 15ft square of already existing terrain becomes difficult.

The God Hand is a group of 6 vaguely humanoid beings that dwell in the deepest layer of the abyss. They act as the sole originator of all demons. They all draw their power from a single massive well of souls sourced from their servants and those they brand. They can manipulate, if not completely control, the concept of causality. The only way to come face to face with the God Hand is to be in possession of a behelit at your lowest time of need, or to be the most important person to a behelit holder. The former becomes a demon in service of the God Hand, while the later is sacrificed for power; their soul joining the well.

The God Hand (above) and a behelit (below), Kentaro Miura

Back to Main Page 5e Homebrew 5e Creatures

gollark: Unless you make the thing produce spores somehow?
gollark: Although you would have to keep feeding the backup glucose. Which is not ideal.
gollark: It could be good for long term backup stuff, though.
gollark: I mean, actual DNA on its own wouldn't be, but splice it into bacteria or something.
gollark: Yes, just make your data self-replicating, maximum backupness.
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