Hand Of Urxehl (9-10)

Level 11
Creature· chaoticUniqueLargeLegacy
AC
31
HP
240
Speed
0 ft.
Perception
+21
Fort
+24
Ref
+19
Will
+21
Immunities death-effects, disease, mental, poison
Resistances fire 10
Weaknesses cold-iron 10, holy 10
Skills athletics +23
Recall Knowledge DC 38 (religion)

Attacks

Melee Grasping Claw +22 (agile, reach 1000 ft., unholy), Damage 2d12+22 slashing

Abilities

Regeneration 5 (Deactivated by Holy)
Dominating Will

10 feet. A creature that enters the area must attempt a DC 30 will save.


Critical Success The creature is unaffected.

Success The creature takes 3d6 spirit damage.

Failure The creature takes 6d6 spirit damage and is Frightened 1 for 1 round.

Critical Failure The creature takes 12d6 spirit damage and is frightened 1 as long as the portal to the Abyss remains open.

Grasping Fingers

The hand of Urxehl begins with 4 fingers embedded outside of the rift. At the beginning of the encounter, the hand is Quickened, and can use this additional action to make grasping claw Strikes. For every 60 damage the hand of Urxehl takes, one of these fingers recedes and the hand loses 1 action, first losing the quickened condition, then becoming Slowed 1 and Slowed 2 before being defeated at 0 Hit Points.

Thrash About

Trigger The hand takes enough damage to lose an action


Effect the hand thrashes about in pain, causing a minor earthquake. Creatures within 60 feet of the portal must succeed at a DC 30 reflex save or be knocked Prone.