Undead Arm (3.5e Creature)

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Undead Arm
Size/Type: Small Undead
Hit Dice: 1d12 (6 hp)
Initiative: +0
Armor Class: 14, touch 14, flat-footed 11
Base Attack/Grapple: +2/+0
Attack: Claws +4 (1d3+2)
Full Attack: Claws +4 (1d3+2)
Space/Reach: 1 ft./—
Special Attacks: Vicinity Attack
Special Qualities: Tremorsense 30 ft., Slender, Clutching Spring
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 14, Dex 16, Con —, Int —, Wis 6, Cha 6
Environment: Any
Organization: Any
Challenge Rating: 1/3
Treasure: None
Alignment: Neutral Evil
Level Adjustment:
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An Undead Arm is exactly that: a lanky, dead arm that stems from the floor. It must be created or summoned and must be anchored to a solid object. The surface the arm is anchored to must be stable; an Undead Arm will take damage from having its base moved or shaken.

Undead Arms are used for early Necromancy because of their simplicity. More advanced Necromancers often use them to hold torches along the walls of their homes. Though they cannot hear, Undead Arms can respond to the will of spells such as Command Undead.


Undead Arms are usually only effective in groups or in conjunction with other creatures. They innately crave the feeling of blood and flesh in their clutches and rarely attack other Undead creatures. They make great summons for young Necromancers. Undead Arms lie in wait with their Clutching Spring ability ready for when they sense nearby enemies. Clusters of Undead Arms all grab at an enemy until it's caught and proceed to claw and tear at it. Often adjacent Undead Arms juggle targets by pulling them from one Arms grasp to their own.

Slender (Ex): Because of its girth, a Large size or smaller creature can share the same space with an Undead Arm without penalty. Up to 3 Undead Arms can exist in any one 5 ft. square.

Vicinity Attack (Ex): An Undead Arm can only attack creatures within its own space. It takes no penalties for doing so.

Clutching Spring (Ex): When an Undead Arm senses a creature attempting to pass within 5 ft. of it, it can stretch out as a swift action and make a grapple attempt. Through its acute tremorsense it can tell if a creature is attempting to jump over its area (but only if the creature jumps from a square within its tremorsense. it does not sense flying creatures unless they enter their square). On a successful grapple, the Undead Arm automatically forces the creature into its own space and retains the grapple.

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