Magic Hand

Tags: Easy Summon, Swarm
Dodges: 0
Resistances: Fluid, Ethereal, and Caustic Damage
Immunities: Charmed and Frightened

Senses: †None
Movement: Half Walk(2u), Levitate(4u)
Lift & Carry: 50 pounds

† This Hand has no Senses of its own, following "programmed" instructions from whoever summoned it.

Abilities

Cannot activate magic Items.

Distract.

Target: A creature in Swinging Distance(1u)
Test: [Fighter|Fighter] Save: Edge

The target creature must Pass an Edge Save or gain a stack of Blunted.

Swarm Abilities
Restrain.

Target: Any creature fully within the Swarm
Test: [Fighter|Fighter] (with Swarm Advantage) Save: Edge

The target creature must Pass an Edge Save or gain a stack of Restrained. If the target already had a stack of Restrained before this Ability, you can also deal 1 Solid/Blunt Damage for every 5 Magic Hands in the Swarm.

Relocate.

Target: *Any creature or object that is fully within the Swarm
Test: [Fighter|Fighter] (with Swarm Advantage) Save: *Edge

A target creature must Pass an Edge Save or gain a stack of Moveable.

For a targeted object being worn or carried by a creature, the creature must Pass an Edge Save or give the object to the Swarm of Hands.

For a target object not being worn or held, the Hands can pick it up normally.

Note: Normal Athletics rules may apply

For objects not held or worn by creatures, normal Athletics rules may apply. If the object weighs 50 lbs times the number of Magic Hands, or less, no check is needed to move the object. If the object weights up to twice that same amount, the swarm must first pass an Athletics Test to move the target object.