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The Claw

From Legends of Kern

The Claw is a sentient, gargantuan disembodied right hand about a mile long that has been occasionally spotted flying through deep space. Though it has no known origins or backstory, it goes by many names across the universe. Certain outer planets who are aware of its’ existence refer to it as the Soramaneren, meaning ‘hand of ruin.’

Seeing The Claw is like seeing the sky fall. It has so much sheer strength it has been observed moving entire planets, and its’ survivability is rivaled by no other being.

The Claw

Gargantuan celestial, True Neutral
Armor Class 26 (Natural Armor)
Hit Points 615 (30d20 + 300)
Speed fly 60 ft.

STR 30 (+10)    DEX 26 (+8)    CON 30 (+10)
INT 20 (+5)    WIS 7 (-2)    CHA 29 (+9)

Saving Throws Str +20, Dex +18, Con +20, Cha +19, Proficiency Bonus +10
Skills Athletics +30, Acrobatics +28
Damage Resistances Cold, Fire; bludgeoning, piercing, and slashing damage from nonmagical attacks
Damage Immunities Lightning, Necrotic, Poison; all damage from nonmagical attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified
Senses Blindsight, passive perception 16
Languages Understands all languages, Telepathy 240 ft.
Challenge 36 (350,000 XP)

Legendary Resistance (3/Day). If The Claw fails a saving throw, it can choose to succeed instead.

Antimagic Aura. The Claw’s palm emanates a 60-foot area of antimagic, as in the antimagic field spell. The Claw decides the direction of the antimagic field at the start of each of its’ turns.

Siege Monster. The Claw deals double damage to objects and structures.

Magic Weapons. The Claw’s weapon attacks are magical.

Powerful Build. The Claw counts as a size larger when making Strength checks to lift, pick up, move, carry, or throw objects.

Lightning Absorption. Whenever The Claw is subjected to Lightning damage, it takes no damage and instead regains a number of hit points equal to the Lightning damage dealt.

Symptom of the Universe (Recharges after a Short or Long Rest). If The Claw would be reduced to 0 hit points, its’ current hit point total instead resets to 400 hit points. After this trait activates, The Claw can now use the options in the Mythic Actions section for 1 hour. Additionally, its’ Fling legendary action now costs 1 action instead of 2. If the Claw is defeated as a Mythic encounter, a player character party wins an additional 350,000 XP.

Spellcasting. The Claw’s innate spellcasting ability is Intelligence (save DC 22, spell attack modifier +16) and has the following spells prepared, which it can cast at will, requiring only somatic components:

At will: Lightning Bolt (8th level)
3/day each: Gravity Sinkhole (8th level), Teleport
2/day each: Chain Lightning (8th level), Disintegrate (9th level), Reverse Gravity, Wall of Force
Actions

Multiattack. The Claw makes four Flick, Poke, or Mash attacks, then one Punch or Snap attack.

Flick. Melee Weapon Attack: +16 to hit, range 30 ft., one target. Hit: 4d10+10 bludgeoning damage. If the target is Huge or smaller, they are flung back (Strength save DC 30) 100 feet and land prone. A flying target takes 3 (1d6) bludgeoning damage for every 5 feet they are thrown.

Poke. Melee Weapon Attack: +16 to hit, range 30 ft., one target. Hit: 4d12+4 piercing damage, plus 4d12+8 Lightning damage.

Mash. Melee Weapon Attack: +16 to hit, range 30 ft., one target. Hit: 4d10+10 bludgeoning damage. If the target is Gargantuan or smaller, it is grappled (DC 30) and it is restrained until the grapple ends. The Claw can grapple one creature at a time. If the target is already grappled by The Claw, they take an extra 5d8 Force damage.

Punch. Melee Weapon Attack: +12 to hit, range 30 ft., one target. Hit: 7d10+10 bludgeoning damage. If The Claw uses its’ entire movement speed leading up to a punch attack, this move instead deals 14d10+10 bludgeoning damage. A target reduced to 0 hit points by this move is flattened.

Snap. The Claw snaps its’ fingers, causing all creatures within 120 feet of it to roll a DC 24 Constitution saving throw or become deafened for 1 minute and take 8d12+12 Thunder damage on a failed save, or half as much and not becoming deaf on a success. A deafened creature can repeat this saving throw at the end of each of their turns, ending the effect on a success.
Legendary Actions

The Claw 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 Claw regains spent legendary actions at the start of his turn.

Move. The Claw moves up to its’ flying speed.

Attack. The Claw makes a Flick, Poke, or Mash attack.

Spell (Costs 2 Actions). The Claw casts a spell it has prepared.

Fling (Costs 2 Actions). If The Claw has a creature grappled in its’ hand, it can throw that creature up to 600 feet away. If that creature strikes a solid surface, they have to beat a DC 25 Dexterity saving throw or land prone and take 3 (1d6) bludgeoning damage for every 10 feet they were thrown, or half as much on a success and not landing prone.
Mythic Actions

If The Claw’s Symptom of the Universe trait has activated, it can use the options below as legendary actions.

Multiattack. The Claw makes two attacks, choosing between Flick, Poke, or Mash.

Snap. The Claw makes a Snap attack.

Haste (Costs 2 Actions). The Claw casts the Haste spell.