Ability Scores
Core attributes and their modifiers.
Overview
Senses
Saving Throws
Resistances & Immunities
Traits
Ethereal and Material
The dead mans fingers lives simultaneously on the Ethereal and Material Planes. Its senses extend into both planes, and it can touch and be touched by creatures on both planes.
Ethereal Shift
When a creature on the Material Plane touches the dead mans fingers or hits it with a melee attack, the creature is magically transported to the Ethereal Plane. The creature can see and hear into both the Ethereal and Material Plane but is unaffected by creatures and objects on the Material Plane. It can be seen as a ghostly form by creatures on the Material Plane. It can move in any direction, with each foot of movement up or down costing 2 feet of movement.
Flammable
After taking fire damage, the dead mans fingers catches fire and takes ongoing 11 (2d10) fire damage if it isnt already suffering ongoing fire damage. It can spend an action or bonus action to extinguish this fire.
If the creature is still on the Ethereal Plane when the dead mans fingers dies, the creature returns
If this would cause a creature to appear in a space occupied by a solid object or creature, it is shunted to the nearest unoccupied space and takes 10 (3d6) force damage.
Actions
Ethereal Spores
Each creature within 30 feet makes a DC 15 Constitution saving throw taking 31 (9d6) necrotic damage on a failed save or half damage on a success. A creature reduced to 0 hit points by this damage dies. If a creature killed by this attack remains on the Ethereal Plane for 24 hours its corpse disintegrates and a new dead mans fingers sprouts from its place.
Multiattack
The dead mans fingers makes two tendril attacks.
Tendril (Ethereal or Material Plane)
+9 to hit, reach 20 ft (6.1 m). Hit: 1d10+5 plus 3d6 poison damage.
Melee Weapon Attack: +9 to hit, reach 20 ft., one creature. Hit: 10 (1d10 + 5) bludgeoning damage plus 10 (3d6) poison damage. A target on the Material Plane is subject to the Ethereal Shift trait.
Bonus Actions
Telekinetic Pull
One creature within 90 feet makes a DC 15 Strength saving throw. On a failure, it is magically pulled up to 60 feet straight towards the dead mans fingers.
About Dead Mans Fingers
Dead Mans Fingers is a medium plant with a Challenge Rating of 10. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 15 and possesses 190 hit points (derived from 20d8+100).
GM Tips: Using Dead Mans Fingers
2 tips available
GM Tips: Using Dead Mans Fingers
When using Dead Mans Fingers in your D&D 5e campaign, consider these tactical approaches:
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Boss Encounter: Suitable for climactic moments
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Multi-phase Battle: Plan dramatic tension with multiple phases
Player Guide: Facing Dead Mans Fingers
2 strategies available
Player Guide: Facing Dead Mans Fingers
When your party encounters this creature, keep these strategies in mind:
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Major Threat: Prepare for epic battle
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Resource Management: Conserve powerful abilities
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 10.
Solo Encounter:
A single character of level 13 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 11,000 XP
- Hard: 16,500 XP
- Deadly: 22,000 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Dead Mans Fingers?
- Dead Mans Fingers has a Challenge Rating of 10, making it appropriate for parties of level 10.0.
- What type of creature is Dead Mans Fingers?
- Dead Mans Fingers is a Medium Plant, which affects how certain spells and abilities interact with it.
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