Andrea Fingermaster
Andrea Fingermaster — The Encounter
Cloaked conjurer who reaps a tide of grasping hands · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Andrea Fingermaster
Recorded in the burned ledgers of the cities of the plain, Andrea was a corpse-tender who learned that grief lingers longest in the hands of the dead. When the fire fell and the salt spread, she walked the ruin and gathered what the flames left behind, severing the clutching fingers of the perished and binding them to her will. Now she travels with a writhing tide that flows at her heel like a living train, every hand a soul still reaching for the life it lost. Those who flee her find the ground itself turned traitor, fingers closing about their ankles, arms locking their arms, until the conjurer steps close and her touch withers what the grip has held. She speaks rarely. She does not need to. Her congregation of severed hands answers every gesture, and the reaching never stops, for the dead of Sodom and Gomorrah are owed a great deal, and Andrea collects on their behalf.
Run Andrea Fingermaster in Sixty Seconds
- Tide first. Before initiative, mark the 15-foot ring of grasping hands around her — that area is difficult terrain and grapples on a failed DC 15 Strength save. Funnel enemies through it.
- Open by grappling the front line, then Wither Touch a held target for the saving-throw disadvantage and Necrotic Bolt anyone still mobile.
- Kill-priority is the party's mobile ranged threat — use Drag Down to drop their speed to 0 and keep them in the tide.
- When bloodied, lean on Crushing Clutch (Recharge 5-6) to slam the whole grappled cluster prone for 6d8 and buy room.
- Three ways to run her: as a chokepoint warden (block a corridor), as a grapple-engine beside a melee boss who feasts on restrained PCs, or as a slow attrition controller leading a swarm of severed hands.
Andrea Fingermaster
Medium humanoid (spellcaster), neutral evil
CR 6 · 2,300 XP · GUIDELINETide of Grasping Hands. (signature) The squares within 15 feet of Andrea are choked with crawling severed hands and arms that obey her will. That area is difficult terrain for her enemies. The first time a creature enters the area or starts its turn there, it must succeed on a DC 15 Strength saving throw or be grappled (escape DC 15) as hands clamp onto its limbs. A grappled creature is restrained while it remains in the tide and can use its action to make the save again.
Conjurer's Focus. When a creature Andrea can see within 30 feet would break free of her grasping hands, she can subtract 1 from its check (no action required) as she flexes her fingers in answer.
Actions
Multiattack. Andrea makes two Wither Touch or Necrotic Bolt attacks.
Necrotic Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 18 (4d6 + 4) necrotic damage, and the target's speed is reduced by 10 feet until the start of its next turn.
Wither Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 4 + 2) necrotic damage. If the target is grappled by the Tide of Grasping Hands, it also has disadvantage on its next saving throw before the end of Andrea's next turn.
Crushing Clutch (Recharge 5-6). Andrea clenches her fist and the hands constrict throughout her tide. Each creature grappled by the Tide of Grasping Hands must make a DC 15 Constitution saving throw, taking 27 (6d8) bludgeoning damage on a failure, or half as much on a success. Creatures that fail are knocked prone as they are dragged down.
Bonus Actions & Reactions
Drag Down (Reaction). When a creature within 15 feet that Andrea can see makes a ranged attack or starts to move out of her tide, she can command the hands to seize it. The creature must succeed on a DC 15 Strength saving throw or its speed becomes 0 until the end of its turn.
A gaunt, silent figure crowned in a golden radiant helm, her violet-and-gold robes pooling over a heaving carpet of disembodied hands and forearms that crawl, claw, and grasp at her command. Andrea never lifts a blade; her weapon is the reaching dead.
Andrea Fingermaster, Bound
Companion · acts on your initiative
Bound · GUIDELINESwarm of Hands (signature). Andrea Fingermaster is a swarm of crawling severed hands occupying a 10-foot space. It can move through any opening large enough for a Tiny creature and can't be grappled. A creature that starts its turn in the Clutch's space is grappled (escape DC 13).
Actions
Throttling Grasp. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) bludgeoning damage, or 7 (2d6) if the swarm has half its hit points or fewer.
Reactions
Cling. When a grappled creature tries to leave the swarm's space, the Clutch imposes disadvantage on the escape check.
A churning low tide of clawing hands that pours wherever Andrea points, smothering and dragging the living into reach.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open by walking the Tide of Grasping Hands over a chokepoint so the front-liners are grappled before they reach her, then pelt the held targets with Necrotic Bolt. If foes cluster in the tide, use Crushing Clutch to knock them prone. Pair her with skirmishers or a bigger threat — alone she is a control piece, not a finisher.
Open by spreading the tide across the party's path so chargers are grappled and restrained, then Wither Touch the held target for the disadvantage rider before Necrotic Bolting anyone still mobile. Kill-priority her ranged damage dealers via Drag Down, and break clusters with Crushing Clutch. Best fielded beside a flagship boss or melee bruiser who exploits the restrained crowd.
Open by flooding the field with the tide and immediately grappling the melee line, then focus Wither Touch on whoever the party most needs free. Use Crushing Clutch on recharge against the densest grapple and Drag Down to lock down casters. Pair her with a lair full of swarms or a heavier threat — she is a controller add-on, not a solo centerpiece.
Put Andrea Fingermaster on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Andrea Fingermaster?
Her native build is CR 6 (2,300 XP), tuned for a Tier 2 party of levels 5-10. Tier 1 (CR ~2) and Tier 3 (CR ~11) stat lines are provided so you can drop her into any table without rebuilding.
Can Andrea Fingermaster be a companion or ally?
Yes — she is not a solo boss, so she slots in cleanly as an ally controller. Use The Clutch, Bound (a swarm of severed hands) as her bound companion, grappling and dragging foes into reach while she withers them from the back.
How do the grasping hands interact with grapple escapes?
A creature grappled by the Tide is restrained while it stays in the area and can use its action to repeat the DC 15 Strength save. Conjurer's Focus lets Andrea subtract 1 from any escape check made within 30 feet, so plan your turn to either escape early or accept the restraint and fight from inside the tide.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
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