Nargryms Steel Hand

Nargrym_s_Steel_Hand.jpg
Nargrym’s Steel Hand
Minor Artifact
Slot none
CL 20th
Weight 3 lbs.
Aura strong transmutation

Nargrym Steelhand replaced the hand he lost to a frost giant’s greataxe with this magic prosthesis.

Forged from solid steel, this magically animated prosthetic hand is elaborately sculpted down to the finest detail. Nargrym’s steel hand can be used to replace the normal hand of a humanoid creature—it can’t be worn in addition to an already existing hand. When attached to the wrist stump of a living humanoid creature, Nargrym’s steel hand magically forms a permanent bond to the wearer’s flesh and nerves. Once the hand has bonded to the wearer’s wrist, the wearer gains full control over the hand as if it were part of his own body. The hand has a full range of motion and functions as a normal hand. While worn, Nargrym’s steel hand grants its wearer a +2 enhancement bonus to Strength (treat this as a temporary ability bonus for the first 24 hours the hand is worn) and a +5 bonus to CMD against disarm attempts, These bonuses scale up as the character gains level to +4 Str and +10 CMD at 12th Level and +6 and +15 at 16th level.
The hand also allows the wearer to cast spell like abilities:

  • Enlarge Person Once a day
  • Ironskin Once a day when the character reaches 12th Level
  • Burst of Speed Once a day when the character reaches 16th Level
    In addition, the wearer can wield weapons of one size category larger than the wearer’s size without penalty and without altering the weapon’s designation as a light, one-handed, or two-handed weapon. For example, a Medium creature wearing Nargrym’s steel hand could wield a Large longspear as a two-handed weapon without penalty.
    Nargrym’s Steel Hand counts as a Belt of Giant Strength in regards to the Hammer of Thunderbolts
    However, whenever the wearer of the hand is within line of sight of a creature with the giant subtype, he must succeed at a Will save or be compelled to attack the giant, as suggestion. (Will Save DC starts at 15 at 12th level it increases to DC 18 and at 16th level it is a DC 22 Will Save to resist)
    Once bonded to a wearer, Nargrym’s steel hand cannot be removed except by the wearer or after the wearer’s death.
    DESTRUCTION
    Nargrym’s steel hand is destroyed if it is smashed by a giant wielding a hammer of thunderbolts.

Nargryms Steel Hand

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