b'Severed Hand \n'b'  Family:   Severed...  \n'b'  Tiny   undead ,  neutral evil  \n'b'  Armor Class  12  Hit Points  10 (4d4)  Speed  30 ft., climb 10 ft.\n'b' STATS STR: 8 (-1) DEX:  15 (+2)  CON:  10 (+0)  INT:  6 (-2)  WIS:  8 (-2)  CHA:  5 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Acrobatics  +4  Damage Immunities  poison  Condition Immunities   blinded , deafened,  poisoned   Senses   blindsight  30 ft. (blind beyond this radius), passive  Perception  8  Languages  understands the languages it knew in life but can\xe2\x80\x99t speak  Challenge  1/8 (25 XP) \n'b' Special Traits \n'b'   Pack Tactics . The severed hand has advantage on an attack roll against a creature if at least one of the hand\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b'  Standing Leap . The severed hand\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b'  Weapons Specialist . The severed hand is proficient with one-handed finesse weapons and can use its action to make an attack roll with such a weapon in place of its Slam attack. \n'b'  Undead Nature . A severed hand doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Actions \n'b'   Slam .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 4 (1d4 + 2) bludgeoning damage.'