Every Hand-Face-Hand starts with;
- TWO Hands (4 HD)
- ONE Face (8 HD)
- AC equal to its material
- No Morale (Never Routs)
- Cannot move
- Each round- ONE Hand can act, and the Face acts. Then the other Hand acts next round. If you need more specific speed values- assume the hands are as slow as a golem.
- If a Hand is defeated; the Face loses half of its remaining hit points. The other hand still only acts once every other round.
- If the Face is defeated; both hands become inanimate and are defeated.
- One Special Hand Attack. Either hand may use it on their move.
- Alignment of True Neutral
Material Table - Roll 1d6
 Flesh (AC 10, +1 Initiative) Stapled or stitched. Or is this massive creature alive?
 Skeletal (AC 12, Undead, Can Turn on a hand to stun it or release grip) Bone hands of a giant.
 Stone (AC 18, Weak to Cold) Block, inorganic shape- its made of bricks.
 Metal (AC 16, Weak to Lightning) Giant animated armor; or a clockwork automaton.
 Wood (AC 14, Weak to Fire) Carved wooden pieces; took a shipwright to make this.
 Djinn Skin (AC 12, Gains 50% Resistance to one Element, Eye Blasts deal 1d8 damage of this element) Has a color matching its element; Red skin for Fire, White for Ice, Blue for Lightning; etc.
Face Table - Roll 1d6
 Darkness (+1 AC) Empty hole- or the eyes and lips float on a black smokey mass.
 Serene Mask (+25% Magic Resistance) Placid features while it crushes you in its grip.
 Giant Crystal (Casts Spells as though one Caster-Level Higher) Glows with energy.
 Animal Head (Hands have +1 to Hit and Damage) Is it an idol to a long lost god?
 Big Eyeball (Sees Invisible, Cannot be Surprised, Face takes double damage when hit directly) Looks angry and scary but it's really just a big dumb weakpoint.
 Gibbering Mouth (Both hands get different Special Hand Attack- roll once for each hand. If you cannot escape a hand's Grip after one round- will bring you to the mouth and bite in a save vs death) It chews that air and flicks its tongue crazily, but says nothing.
Special Hand Attack Table - Roll 1d8
 Morph (Turns Hand into Giant Weapon, deals 1d10 damage) Hand into hammer, axe, or sword.
 Got-Your-Nose (Silences one party member- cannot cast spells) Holds their voice for one round.
 Rocket Fist (As Punch, but holds until next round. Deals 1d12 damage) Shakes as it charges.
 Snap (Random character must save or take 2d6+2 Damage) Something tears within from the echoing snap- immune if you're deaf. Powerful Gestural Magic.
 Spider (Hand "runs" around the arena on fingers, knocking people prone and dealing 1d4 damage) Skitters on fingers like a giant spider- this move happens once more when the Hand is defeated.
 Power Palm (Save or be pushed back along a straight line) Creates a ghostly hand that pushes you along like a forcewall. Add spikes along the wall or a pit around the edge of arena for more "fun".
 Finger Gun (As Magic Missile) Might be a little on the nose for a fantasy setting; if you don't like the idea of "Finger Guns" being taken seriously, just make it a finger of death style point instead.
 Rock-Paper-Scissors Duel (Play RoShamBo with the DM. If you lose, hand gets a free hit against you, otherwise you get a free hit against this hand) Playful.
The Hand-Face-Hand is an immobile guardian meant to protect one room, doorway, or important item. The Face hovers above a platform / or is suspended by a large upper torso and is out of reach of melee weapons except for spears, polearms, whips, etc. Any "Attack" uses an attack roll to hit, otherwise a "Move" just happens.
Hand Actions - Roll 1d6
 Slap - Attacks two or three targets in a row. On hit, deals 1d6 damage and knock victims prone.
 Punch - Attack. On a hit, deals 1d8 damage and knocks the victim back (and prone).
 Special Hand Attack - (See above)
 Block - Move. Raises a palm to block incoming ranged attacks and spells for the face. They damage the hand instead, using its AC and damage resistance values.
 Grip - Move. Save or be gripped by the hand. If you are grabbed, you are squeezed for 1d10 damage each round until the hand takes at least 10 damage to release you. Supernaturally strong characters (+3 Strength) can roll to break free. Prone characters are immune.
 Slam - Move. Hovers a balled fist over someone, then slams down. If you're standing you can just move away, if you're prone you'll need help or have Dex +1 to jump away in time. If you get hit by the slam you just die- or deals 3d10 damage or something.
Face Actions - Roll 1d4
[1 or 2] Eye Blasts - Attack. On a hit, deals 1d6 magic damage. If the "Face" is a giant crystal, this can be a big energy beam instead to make it look cool.
 Observe - Leans in to observe the party closer. The Face and Hands gain +1 To Hit each time it does this for the rest of the battle. Also an opportunity for you to attack the face.
 Casts a Random Spell. The Face has a total number of spells equal to its HD.