Monday, October 23, 2023

Idle Hands Are The Devil's Playthings

Idle Hands is a 90's stoner horror flick, but it would be fodder for a session using 80's Horror - Tunnel of Terror. 

If you are going to take a player's hand, I recommend giving them something to compensate. Perhaps they have 1 free inspiration use per day.

If characters die you can bring them back as zombies, like Pnub and Mick. Their creature type changes from Humanoid (Human) to Undead. They get a -2 to their Dexterity and Charisma scores. They gain Damage Immunity: Poison and Condition Immunities: Exhaustion, Poison. They also gain the following feature:

Undead Fortitude: If reduced to 0 hit points, the zombie must make a Constitution save with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Strangely, despite their undead nature they can still get drunk and high (though they don't gain the poisoned condition) and charmed.


Now for the titular Idle Hand, I started with Crawling Claw stats and then beefed them up.

Idle Hand
Tiny Undead, Chaotic Evil

Armor Class: 16
Hit Points: 28 (8d4+8)
Speed: 35 ft.
Challenge: 1 (200 XP)

Str 20 (+5) Dex 18 (+4) Con 12 (+1) Int 12 (+1) Wis 10 (+0) Cha 4 (-3)

Saving Throws: Dex +6
Damage Immunities: Poison, Necrotic
Condition Immunities: Charmed, Exhaustion, Poisoned
Saving Throws: Dex +6
Skills: Stealth +6
Senses: Blindsight 30 ft. (blind beyond this radius), passive Perception 10
Languages: English, understands but can't speak

Traits
Turn Immunity: The spirit possessing the Idle Hand grants it immunity to turning.

Actions
Claw: Melee Weapon Attack. +7 to hit, reach 5 ft, one target, Hit: 7 (1d4+5) bludgeoning or slashing damage (Idle Hand's choice). 

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