The Black Hand

Beyond the goblin wastes, in his stronghold The Tower of Zards, the foul necromancer known only as The Black Hand uses his evil magic to terrorize and enslave the people of Mystra. Bands of walking dead attack wayfarers, armies of corpses clash with forces of the living, and when The Black Hand visits a battlefield even greater horrors arise.

It is said that only heroes who have been granted the boon of the gods at the Temple of Kings will be able to pass the mystical wards and defeat the demon that guards the tower.

Medium undead, lawful evil

Armor Class 16 (natural armor)
Hit Points  49 (9d8)
Speed 30 ft.

Proficiency +4

STR 11 (+0) DEX 14 (+2) CON 12 (+1) INT 18 (+4) WIS 12 (+1) CHA 11 (+0)

Saving Throws Int +7, Wis +4

Skills Arcana +7, History +7

Damage Resistances cold, lightning, necrotic
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhausted, frightened, paralyzed, poisoned

Senses truesight 120 ft., passive Perception 14
Languages Common, Dwarven, Giant, Draconic, Infernal
Challenge 9 (5,000 XP)

Spellcasting. The Black Hand is a 9th-level spellcaster. It’s spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The Black Hand has the following spells prepared:

Cantrips (at will): chill touch, ray of frost, true strike, minor illusion
1st level (4 slots): shield, magic missile, thunderwave
2st level (3 slots): misty step, ray of enfeeblement, hold person, mirror image
3st level (3 slots): fireball, counter spell, vampiric touch
4th level (3 slots): fire shield, ice storm
5th level (1 slot): cone of cold


Paralyzing Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (2d6 cold damage). The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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