Monster
Living Bigby's Hand
Outside your table’s allowed sources
Official reference · IDRotF · 2014
- Creature type
- Construct
- Size
- Large
- Armor class
- 20 (natural armor)
- Hit points
- 52 (5d10 + 25)
- Speed
- Fly 60 ft. (hover)
- Challenge rating
- 4
- Alignment
- Unaligned
- Strength
- 26
- Dexterity
- 10
- Constitution
- 20
- Intelligence
- 1
- Wisdom
- 10
- Charisma
- 1
- Passive Perception
- 12
- Saving Throws
- dex: +2; wis: +2
- Skills
- perception: +2; stealth: +2
- Senses
- darkvision 60 ft.
- Immunities
- poison
- Condition Immunities
- blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Traits
Magic Resistance
The living spell has advantage on saving throws against spells and other magical effects.
Unusual Nature
The living spell doesn't require air, food, drink, or sleep.
Actions
Force Fist
Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) force damage. If the target is a Large or smaller creature, the living spell can move it up to 5 feet and move with it, without provoking opportunity attacks.
Grasping Hand
The living spell attempts to grab a Huge or smaller creature within 5 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be grappled (escape DC 15). Until the grapple ends, the target takes 15 (2d6 + 8) bludgeoning damage at the start of each of its turns. The living spell can grapple only one creature at a time and can't use Force Fist until the grapple ends.