Dungeons  Dragons – Skeletal Hand

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The Skeletal Hand

The Skeletal Hand is a curse that afflicts a character who touches one of the three crowns from the fallen skull lord at the lowest level of the Iwan-Emuan template.

Skeletal Hand (curse)
You suffer a -2 penalty to Heal checks.
Any damage from an Implement or Weapon attack made using the hand also counts as necrotic damage.
Your attacks can ignore up to 5 points of resistance against necrotic damage.
Standard Action, Ranged 10 (You fire a bolt of dark, crackling eldritch energy at your foe) or Melee (You grasp your enemy's throat and ribbons of dark, crackling eldritch energy strangle them), targets one creature. The attack is made with your highest mental ability score (Int, Wis, Cha) vs. Fortitude. A hit deals 3d6 + 5 necrotic damage and ongoing 5 necrotic damage (save ends).
after the third use of the power, the flesh of your forearm burns away. You are stunned until the end of your next turn.
Skeletal Forearm (curse)
You suffer a -2 penalty to Heal checks.
Any damage from an Implement or Weapon attack made using the hand also counts as necrotic damage.
Your attacks can ignore up to 5 points of resistance against necrotic damage.
Standard Action, Ranged 10 (You fire a bolt of dark, crackling eldritch energy at your foe) or Melee (You grasp your enemy's throat and ribbons of dark, crackling eldritch energy strangle them), targets one creature. The attack is made with your highest mental ability score (Int, Wis, Cha) vs. Fortitude. A hit deals 3d6 + 6 necrotic damage and ongoing 5 necrotic damage (save ends).
after the third use of the power, the flesh of your arm burns away. You are stunned until the end of your next turn.
Skeletal Arm (curse)
You gain 5 resistance to Disease and Poison damage.
You suffer 5 vulnerability to Radiant damage.
You suffer a -5 penalty to Heal checks.
Any damage from an Implement or Weapon attack made using the affected hand also counts as necrotic damage.
Your attacks can ignore up to 10 points of resistance against necrotic damage.
Standard Action, Ranged 10 (You fire a bolt of dark, crackling eldritch energy at your foe) or Melee (You grasp your enemy's throat and ribbons of dark, crackling eldritch energy strangle them), targets one creature. The attack is made with your highest mental ability score (Int, Wis, Cha) vs. Fortitude. A hit deals 3d10 + 6 necrotic damage and ongoing 10 necrotic damage (save ends).
after the third use of the power, the flesh of half of your body (your leg and part of your torso) burns away. You are stunned until the end of your next turn.
Skeletal Side (curse)
You gain 10 resistance to Disease and Poison damage.
You suffer 5 vulnerability to Radiant damage.
You suffer a -5 penalty to Heal checks.
Any Heal check made on your, and any power with the Healing keyword which targets you, suffers a -5 penalty.
Any damage from an Implement or Weapon attack made using the affected hand also counts as necrotic damage.
Your attacks can ignore up to 10 points of resistance against necrotic damage.
Detect Undead (Religion) detects you.
Standard Action, Ranged 10 (You fire a bolt of dark, crackling eldritch energy at your foe) or Melee (You grasp your enemy's throat and ribbons of dark, crackling eldritch energy strangle them), targets one creature. The attack is made with your highest mental ability score (Int, Wis, Cha) vs. Fortitude. A hit deals 3d12 + 6 necrotic damage and ongoing 10 necrotic damage (save ends).
after the third use of the power, the flesh of the rest of your body burns away. You are stunned until the end of your next turn.
Skeletal Body (curse)
You have the Undead keyword.
You gain 10 resistance to Disease and Poison damage.
You suffer 10 vulnerability to Radiant damage.
You suffer a -10 penalty to Heal checks.
Any Heal check made on your, and any power with the Healing keyword which targets you, suffers a -10 penalty.
Any damage from an Implement or Weapon attack also counts as necrotic damage.
Your attacks can ignore up to 15 points of resistance against necrotic damage.
Detect Undead (Religion) detects you.
Standard Action, Ranged 10 (You fire a bolt of dark, crackling eldritch energy at your foe) or Melee (You grasp your enemy's throat and ribbons of dark, crackling eldritch energy strangle them), targets one creature. The attack is made with your highest mental ability score (Int, Wis, Cha) vs. Fortitude. A hit deals 6d6 + 6 necrotic damage and ongoing 10 necrotic damage (save ends).
after the third use of the power, the flesh of your head burns away. You are stunned until the end of your next turn.
Skeleton (curse)
You have the Undead keyword.
You gain darkvision.
You are immune to Disease and Poison damage.
You suffer 10 vulnerability to Radiant damage.
You suffer a -10 penalty to Heal checks.
Any Heal check made on your, and any power with the Healing keyword which targets you, suffers a -10 penalty.
Lay on Hands and Healing Hands deal 1d6 radiant damage instead of healing you.
Any damage from an Implement or Weapon attack also counts as necrotic damage.
Your attacks can ignore resistance against necrotic damage.
Standard Action, Ranged 10 (You fire a bolt of dark, crackling eldritch energy at your foe) or Melee (You grasp your enemy's throat and ribbons of dark, crackling eldritch energy strangle them), targets one creature. The attack is made with your highest mental ability score (Int, Wis, Cha) vs. Fortitude. A hit deals 6d6 + 12 necrotic damage and ongoing 10 necrotic damage (save ends).
The evil power of the curse torments you. +10 vs Fortitude. You are stunned until the end of your next turn.