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Snake with a Hundred Mage Hands

Small · Monstrosity · CR 3 · Neutral

Armor Class
14
Hit Points and Hit Dice
67 (15d6+15)
Challenge Rating CR
3

Ability Scores

Core attributes and their modifiers.

STR
8
-1
DEX
18
+4
CON
12
+1
INT
18
+4
WIS
10
+0
CHA
6
-2

Overview

Category Monsters
Size Small
Type Monstrosity
Alignment Neutral
XP 700
Initiative Bonus +4

Movement

Walk 30 ft (9.1 m)
Swim 30 ft (9.1 m)
Climb 30 ft (9.1 m)
Crawl 15 ft (4.6 m)

Senses

Blindsight 10 ft (3 m)
Passive Perception 12

Skills

Perception +2 Stealth +8

Languages

Common, telepathy 60.0 ft (18.3 m).

Traits

Disruptive Ploy

As a bonus action, the snake performs a minor ploy with its mage hands against a target it can see within 30 feet of it. The target must succeed on a DC 14 Dexterity saving throw or have disadvantage on its next ability check, attack roll, or saving throw (the snake’s choice) as the snake magically removes the target’s helmet, upends the target’s quiver, or performs some other form of distraction.

One Hundred Mage Hands

The snake is surrounded by one hundred, magical, spectral hands. The hands can’t be targeted by spells or attacks and are immune to damage. The hands float within 30 feet of the snake and move with their serpent commander. The snake can decide if the hands are visible. Each hand can carry an object weighing up to 10 pounds and no more than three hands can work in tandem to carry one larger object. The snake’s Dexterity (Sleight of Hand) checks have a range of 30 feet. Whenever the snake makes a Dexterity (Sleight of Hand) check, it can make up to four such checks as part of the same action, but each check must be against a different target. The snake can perform actions normally restricted to creatures with hands, such as opening a door, stirring a bowl of soup, or carrying a lantern. The hands can’t wield weapons or shields or make attacks, except as part of the snake’s Flying Fists action.

Actions

Bite

+6 to hit, reach 5 ft (1.5 m). Hit: 2d4+4 piercing damage.

Melee Weapon Attack: +6 to hit, reach 5 ft. creature. Hit: 9 (2d4 + 4) piercing damage.

Flying Fists

Recharge 5–6

The snake unleashes a flurry of spectral punches in a 30-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw. On a failure, a creature takes 10 (3d6) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone.

Multiattack

The snake with a hundred mage hands makes two bite attacks.

About Snake with a Hundred Mage Hands

Snake with a Hundred Mage Hands is a small monstrosity with a Challenge Rating of 3. It has a neutral alignment.

In combat, this creature maintains an Armor Class of 14 and possesses 67 hit points (derived from 15d6+15).

Snake with a Hundred Mage Hands has communication capabilities including Common, telepathy 60 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Snake with a Hundred Mage Hands

4 tips available

When using Snake with a Hundred Mage Hands in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Climbing Advantage: This creature can climb at 30 ft. It can use walls and ceilings for tactical positioning. Consider using 'Spider Climb' negation or fighting in open areas without vertical surfaces.
  • Aquatic Combat: This creature can swim at 30 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.
  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.

Player Guide: Facing Snake with a Hundred Mage Hands

4 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Climbing Defense: This creature can climb at 30 ft! It can use walls and ceilings for surprise attacks. Fight in open areas without vertical surfaces. 'Spider Climb' negation spells can help.
  • Aquatic Combat Defense: This creature can swim at 30 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.
  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 3.

Solo Encounter:

A single character of level 5 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 1,200 XP
  • Hard: 1,800 XP
  • Deadly: 2,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Snake with a Hundred Mage Hands?
Snake with a Hundred Mage Hands has a Challenge Rating of 3, making it appropriate for parties of level 3.0.
What type of creature is Snake with a Hundred Mage Hands?
Snake with a Hundred Mage Hands is a Small Monstrosity, which affects how certain spells and abilities interact with it.
What languages does Snake with a Hundred Mage Hands speak?
Snake with a Hundred Mage Hands can communicate in Common, telepathy 60 ft..

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