The Hand

Medium Monstrous Humanoid

Hit Dice: 13d8+65 (123 hp)
Initiative: +4
Speed: 30 ft (6 squares)
Armor Class: 20 (+4 Dex, +6 natural), touch 14, flat-footed 16
Base Attack/Grapple: +13/+20
Attack: Slam +20 melee (1d10+7) or longsword +20 melee (1d8+7/19-20) or dagger +17 ranged (1d4+7)
Full Attack: Slam +20 melee (1d10+7) and 2 longswords +20/+15/+10 melee (1d8+3/19-20) or dagger +17/+12/+7 ranged (1d4+7/19-20)
Space/Reach: 5 ft/5 ft
Special Attacks: Constrict 1d10+10, grip of ruin, improved grab, strength damage
Special Qualities: Arcane awareness
Saves: Fort +9, Ref +12, Will +8
Abilities: Str 24, Dex 19, Con 20, Int 7, Wis 10, Cha 11
Skills: Bluff +5, Diplomacy +2, Disguise +5 (+7 acting), Intimidate +7, Tumble +5
Feats: Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Power Attack, Quick Draw, Two-Weapon Fighting

Environment: Any land and underground
Organization: Solitary or cult (The Hand and The Eye, plus 1-3 clerics of 8th-12th level, plus 5-10 fighters of 2nd-6th level, plus 2-7 rogues of 3rd-6th level)
Challenge Rating: 11
Treasure: None
Alignment: Always lawful evil
Advancement: ---
Level Adjustment: ---
This squat, heavily muscled humanoid is about the same size and shape as a dwarf. However, in place of a humanoid head, a giant-sized hand sticks out of the neck. The creature wears a pleated kilt, decorated with colorful swirls and jagged stripes. It wears a thick leather belt loaded with daggers, and carries two longswords on its back. It appears to be wearing nothing else.

The Hand, or Hand Servitor as it is sometimes known, is the second lieutenant in the cult of Vecna, answering only to the Eye and the leader of the cult. This cult created this being by modifying a human, using powerful spells to bring about the transformation. It is unknown if there are more than one of these creatures, but none have ever been seen.

The Hand, as with its "brother" the Eye, was created by wizard-priest servants of Vecna, in a time when the mighty arch-lich was only a demigod striving for greater deific status. The process used to create the Hand was incredibly complex, and torturously painful for the subject. The agony of this procedure was so intense that it peeled away its essence of humanity, leaving a barely intelligent, bestial monster. Much like the Eye, the Hand is marked by odd behaviors. Its fawning submissiveness or gently stroking the hand of a friend can suddenly turn to a blind rage without warning, with the Hand flinging himself against walls. Even when totally calm, the Hand is never quite still, and trembles and twitches uncontrollably.

Since the Hand lacks the ability to communicate vocally, the priests of Vecna must use telepathy to talk with it. Though the Hand is technically below the cult's high priests in rank, it resents this station. It inspires fear in the cult's followers, as it carries out the decrees of the high priests. This monster is fearsome for its brute physical qualities, but does not inspire the icy terror of a more sinister being like the Eye.

When appearing in public, the Hand wears a blue-green robe with a large hood, and grips an embossed leather mask with its third hand to hide its "face." It can carry up to twelve daggers on its belt.

The Hand is 4 feet tall, and weighs 200 pounds.

The Hand has no mouth and so cannot speak. It does think, however, and can be communicated with telepathically.

The Hand exists to be the muscle of the cult of Vecna, and is well suited for fighting. The Hand can fight with two weapons in its normal hands, and crush creatures and objects with its strange third appendage. It normally begins combat by hurling daggers at its foes, and then closes in for melee to fight with its swords.

Constrict (Ex): The Hand deals automatic slam damage with a successful grapple check.

Grip of Ruin (Su): The Hand can hold in its third hand any object that a Large creature can hold in one hand, if it does not grapple an opponent or use its slam attack with that hand in that round. The Hand drains the hardness from an object at a rate of 1d4 points per round, until the object reaches hardness 0, at which point it crumbles into dust. Magic items can resist this drain on a DC 23 Fortitude save. The save DC is Strength-based.

Improved Grab (Ex): To use this ability, the Hand must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can either constrict or deal strength damage or both.

Strength Damage (Su): The Hand can choose to deal 1d6 points of Strength damage on a successful grapple check. If a victim reaches Strength 0 in this way, it dies.

Arcane Awareness (Su): The Hand possesses no visual, auditory, or olfactory organs and has immunity to gaze attacks, visual effects, illusions, sonic effects, scent-based attacks, and other attack forms that rely on a sense of sight, hearing, or smell. Instead, the hand has blindsight out to 60 feet and cannot be flanked or caught flat-footed. These senses can be suppressed for 1 round by a .dispel magic spell.

Feats: In combination with its natural abilities, the Hand's Two-Weapon Fighting feat allows it to attack with two longswords at no penalty.
1990 Wizards of the Coast, Inc.
Originally found in module WGA4 - Vecna Lives! (1990, David "Zeb" Cook) and the module Die Vecna Die! (2000).