Today we are looking at the
Hand of Yurtrus and
Nurtured One of Yurtrus together, because I’d like to finish this series before a new edition arrives…
The art in the book for the Nurtured One is fun, and pretty disgusting, but surprisingly standard-feeling for an image of a suicide bomber Orc. I’d have preferred an image of the Hand, to be honest, since they sound so much more menacing.
So here we have the members of Yurtrus’ cult within the Orc tribe. This god is revered for his stewardship over death and disease, and the Orcs identify him as having white hands and being totally silent. The Hand, his priests, emulate these qualities by wearing gloves
made of elf skin and casting the
Silence spell, though somewhat oddly they do not have stealth scores. However, they pull out their tongues, to show their devotion to Yurtrus, and serve a vital role in the tribe as the guardians of the liminal space between living and dead. They live on the fringes of the tribe - nobody wants to be reminded of death
too much - and work closely with the priestesses of Luthic, in a nice circle of life kind of way. For storylines, we can interpret this as meaning that they carry great sway when they exert political pressure, but do so only rarely. There is a really nice thing that I just realised as well, about the Orc priests; they’re all focused around body parts, which demonstrates the essentially primitive nature of belief. The Orcs need to identify their gods in relation to their own bodies, unlike the more abstract symbols of most human and elven gods. They also sacrifice body parts - the tongue of a Hand of Yurtrus, the eye of an Eye of Gruumsh, even the hands of the Claws of Luthic, who give them over to giant claws - as a powerful but somewhat crude debasement before the power of divinity. It isn’t just the Orcs that do this, to be fair; some Paladins of Tyr in the Forgotten Realms cut a hand off, to symbolise their devotion to the god, for example Harkas Kormallis of Waterdeep. However, I believe that Tyr is one of the more
primal of the human gods, thanks to his Norse origin.
The Nurtured One, meanwhile, is kind of similar to the Mouth of Grolanthor; it is an ill member of the Orc tribe that is unleashed on the enemies, albeit this time it is as a suicide bomber. That’s pretty grim, and I think the first instance of that design idea in 5e? They are very similar to Nurgle worshippers from Warhammer, being individuals who were struck down by plague, yet neither died or recovered, and who use their plague to attack the tribe’s enemies. I think that there was an order of knights in the Crusades who did the same thing. Anyway, these guys are unlikely to play any major part in a tribe’s internal politics, other than as a malevolent presence that the Hands can unleash. They’ll make good surprise additions to any Orc combat however, and will certainly be a change of pace, even as they continue the Orc theme of being dangerous up close.
Let’s quickly cover the Nurtured One’s stats before we look at the Hand. It’s a brutally simple monster; it can do a melee attack, but won’t, as what it mainly does is use the Orc
Aggressive trait to rush forward and explode. With 30hp, I think that it is really tough for CR 1/2, and your players are unlikely to be happy with the exp to blood ratio for it! Interesting to note that the poison explosion prevents HP being regained while the creature is poisoned, a potentially lethal trick if the explosion puts someone onto death saving throws, and you choose to keep the poison effect active while at 0 HP. What to say about these guys? Use them if you fancy a change of pace from greataxe attacks, want to gross out the players, and want to let Dwarves shine, as their resistance to poison pays off.
Meanwhile, the Hand is sadly kind of disappointing, statblock wise. It is the same CR as the Claw of Luthic, but much less dangerous to my inexpert eye; with a third less HP, lower AC, less damage in melee, and counting as only a 4th level Cleric, the Hand is really lagging behind the Claw in almost every way. As I mentioned above, they have
Silence but not the ability to Stealth, so you cannot pair them with the Red Fangs as an ambush. The spells that it has are all very thematic, but other than
Bane,
Inflict Wounds and
Blindness Deafness I don’t see many of them being particularly useful in combat. Now, you can of course change the spell list on an NPC, but I think that the whole point of an NPC cleric statblock is so that you don’t have to choose spells; they should have the right selection already for their theme, purpose, and CR. The Hand’s best bet, I think, is to cast
Silence on the party to cause trouble for the casters, and then advance to melee using the
aggressive trait and use
Inflict Wounds at level 2 for 4d10 badtouch damage. That is, to be fair, quite nasty sounding, so maybe this guy is actually more dangerous than he seems at first glance. Remember that the Hand doesn't need to use verbal components, thanks to his removed tongue, so Silence has no effect on him.
Though I was ready to poop all over the Hand, I’ve actually become quite impressed at that combat option, and I especially like that it makes this guy very different from the Claw - she wants to debuff then go wild with claw attacks, while the Hand wants to disrupt spellcasting and then do melee spell attacks. This is good, since it means that you can have the players fight the clerics of each god, and have the fights actually be different; another reason why I don’t like changing NPC spell lists, since it is very easy to give all NPCs the same spells, thus making them too similar. Either way, a statblock that rewards careful reading of the spell list - and which could have really done with a line saying ‘here is how to use this creature to most interesting effect’, so that you didn’t have to scrutinise it in this much detail.