The Lands Between world illustration - Grimdark theme
Grimdark

The Lands Between

M
Muttboy

The world of Elden Ring, a hauntingly beautiful yet desolate land of gold that is scarred from war.


Author's Note: Still have a ton of work to do -Still trying to figure out how to work casting into classes. -Slowly adding items, monsters, and NPCs -All 307 base game weapons and 171 base game spells added. added, they will still require balancing but waiting for the combat overhaul before I dig too deeply into that. See the following document for homebrew rules specific to this world. https://docs.google.com/document/d/1t7MkfUj7CvzkERJoJGxCYYEd5H6lBEml9pYQl9rHUUY/edit?usp=drivesdk
Played167 times
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Created
60 days ago
Last Updated
1 days ago
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The Two Fingers
The Two Fingers
Large Aberration - CR 10
The Two Fingers are mysterious and bizarre beings resembling an enormous hand, with an indentation in the palm and two elongated finger-like appendages at the top. They serve as vassals to the greater will, imparting cryptic wisdom to those who seek their guidance. These entities are attended by their devoted followers known as Finger Readers, who decode the messages delivered by the Fingers for the Tarnished, the chosen ones deemed worthy to receive the grace of the Elden Ring. They possess the unique ability to defy conventional harm, as only the legendary Finger Slayer Blade can pierce their enigmatic essence.
Details
SizeLarge
TypeAberration
CR10
XP5900
LanguagesCelestial, telepathy
Defenses
Armor Class18
HP Range120 - 140 (Avg: 130)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Stats

strength

12

dexterity

8

constitution

16

intelligence

14

wisdom

20

charisma

18

Appearance

A giant hand with an unmistakable indentation on the palm, accentuated by two slender, sinewy fingers extending from the top.

Actions

Anathema Strike

A rare and powerful attack, the Two Fingers channels its arcane power into a burst of energy targeting a creature. The creature must make a Constitution saving throw or take 4d10 psychic damage and be incapacitated until the end of its next turn.

Spectral Grasp

The Two Fingers reaches out with its spectral appendage to attempt to grasp a creature within 30 feet. The target must make a Dexterity saving throw or be restrained for 1 minute. The target can repeat the saving throw at the end of each of its turns.

Wisdom Unraveled

The Two Fingers grants insight to one creature within 60 feet, allowing them to roll an additional d10 on their next Intelligence, Wisdom, or Charisma ability check and take the higher result.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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