Tuesday 9 February 2021

The Giant Hand

The Giant Hand: Init +0; Atk flick +3 melee (1d6 plus toss) or grab +2 melee (1d8+2 plus constrict); AC 12; HD 4d8+8; MV 30’; Act 1d20; SP toss, constrict; SV Fort +6, Ref +2, Will +0; AL C.

The Giant Hand can flick an opponent, and unless the opponent succeeds in a Reflex save (DC equal to attack roll), they are tossed 5' away from the Hand per point of damage taken. Falling damage applies to tossed opponents on the basis of 1d6 per full 10' tossed (Reflex save for half, DC 10 + 5' increment tossed). The Hand cannot toss creatures larger than an ogre.

It can also attempt to grab an opponent. A grabbed opponent takes automatic damage each round, until it escapes with a DC 20 Strength check. If the Hand has an opponent in its grasp, it can make no other attacks and can only move 5' per round (using its little finger) on a 1 in 3 chance.


  1. Don't get me wrong here -- I would totally use this monster in a dungeon -- but where in the world did you find this pic? What is it from, and what's going on (besides the obvious)?

    1. The fantabulous Yorkus Rex posted it to the Mutant Crawl Classics group on Facebook.

      Thanks to the awesome Joe Kilmartin, I can not only tell you that the art and original story are by Basil Wolverton, but I can supply a link:


      My stats are from the image; reading the story might change them!

    2. Having now read the story, I am certain that there is a joke in poor taste contained within it. Turns out the hand was really just a substitute for a Venusian princess....Uh huh.

  2. There's also that scene in Captain Sinbab where he fights a giant armored hand... but it doesn't have eyes.

  3. I had some characters fought something very similar to this in a Leopard Women of Venus funnel a few years ago at Gen Con.


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