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.