Skip to main content

Jimmy Fingers




Cast in the shape of an over-sized hand, this articulate puppet's joints are held together by loose, red thread. It also has one-too-many fingers and a core of human phalanges inscribed with blasphemous runes. These bones animate the construct and drive it to commit random acts of murder and mutiliation. Not only can it skitter like a spider and choke out victims with an iron grip, it uses the threaded needles trailing from its stump to great effect. Jimmy Fingers can and will harpoon a target, propel itself onto it, and then wrap cold, wooden fingers around the throat. What it does with its victims, well, that's for it and its meat puppet siblings to knwo and intrepid adventurers to find out.


Jimmy Fingers

Tiny Construct, lawful evil

Armor Class 13

31 (9d4 + 9)

Speed 30 ft

Climb 30 ft

Str 10 Dex 16 Con 13 Int 8 Wis 14 Cha 8

Saving Throws Str +2

Skills Acrobatics +5, Stealth +5

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine

Sensesblindsight 60 ft. (blind beyond this radius), passive Perception 12

Languages understands Common but cannot speak

Challenge 2 (450 XP)

Keen Touch.

Jimmy Fingers has advantage on Wisdom (Perception) checks that rely on touch.

Spider Climb.

Jimmy Fingers can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack.

Jimmy Fingers makes a claw and a threads attack.

Claw.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.

Threads.

Ranged Weapon Attack: +5 to hit, range 15/30 ft., one target. Hit: 5 (1d4 + 3) piercing damage. In addition, a creature is grappled (DC 13).

Bonus Actions

Tug.

Jimmy Fingers moves into the same square as a creature grappled by its threads. This movement does not provoke opportunity attacks.

Choke.

If Jimmy Fingers makes a successful Claw attack against a creature restrained by its threads, it may begin to choke the target. The target must succeed on a DC 11 Constitution save or begin drowning for as long as Jimmy Fingers chokes. If Jimmy Fingers moves or takes any action or bonus action besides a Threads attack or if the creature escapes the grapple, the choking ends. It also ends if Jimmy Fingers is reduced to 0 hit points.

Comments

Popular posts from this blog

Portcullis Mimic

What is a castle opening if not a giant mouth waiting for teeth? At least, that's how the portcullis mimic sees it and the monstrosity is all too happy to provide the chompers. No one can say for sure where the first of this breed came from, or why they are so tough. One thing is for sure, evil overlords love breeding, feeding, and pampering theirs. Many a popular uprising has been stopped the moment the battering ram gets stuck and the gate starts chewing. Feral mimics of this breed search out abandoned keeps, ruined castles,and many-halled dungeons for their lairs. Portcullis Mimic Large Monstrosity (shapechanger), neutral Armor Class 16 (natural armor) Hit Points 102 (12d10 + 36) Speed 15 ft Str 18 Dex 12 Con 16 Int 6 Wis 15 Cha 8 Skills Perception +5, Stealth +7 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Perception 15 Languages -

Fifth Mimic

There was once a gambler who was tossed out one too many times by a particular innkeeper and decided to get revenge. How said gambler got this particular mimic runt and taught it take the shape of a bottle? They're not telling. However, it sprang the perfect trap on that damn innkeeper and several of the barflies who tried to help. The gambler also won't divulge how he taught the mimic to fire endless corks with the force of halfling sling stones or why so many of the bottles around town became these monstrosities within a year. Fifth Mimic Tiny Monstrosity (shapechanger), neutral Armor Class 14 (natural armor) Hit Points 49 (9d4 + 27) Speed 15 ft Str 13 Dex 16 Con 16 Int 5 Wis 13 Cha 12 Skills Stealth +7 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Perception 11 Languages - Challenge 2 (450 XP) Shapechange

Bauble Mimic

A collection of stunted mimic polyps, the first set of bauble mimics were at first struggling to feed themselves. That was until, they noticed that prey often poked chests, doors, and other common objects their normal brethren became. However, when it came to shiny gems, people and even some animals picked them up without a second thought. Avarice is a powerful thing after all. Plus, it was easy to hide in travel and loot. Over time, they also discovered that certain gem shapes imbued them with odd abilities for one reason or another. The bauble mimics didn't bother with the why, instead, they spread far and wide across the region. Bauble Mimic Tiny Monstrosity (shapechanger), neutral Armor Class 11 (natural armor) Hit Points 18 (4d4 + 8) Speed 15 ft Str 14 Dex 10 Con 15 Int 4 Wis 8 Cha 13 Skills Stealth +4 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, p