A crawling hand formed from the appendage of a Medium creature is quick and agile, skittering in the shadows until it can strike its prey. | |
Perception | +6 ; lifesense 30 feet, tremorsense (imprecise) 30 feet |
Languages | Common |
Skills | Athletics +6 , Stealth +7 , Survival +3 |
STR +1 , DEX +3 , CON +0 , INT -4 , WIS +0 , CHA +0 | |
AC | 13 |
Saving Throws | Fort 3, Ref 6, Will 3 , Negative Healing |
HP | 16 - Immunities death effects, disease, paralyzed, poison, unconscious, visual |
Speed | 30ft, Climb 30ft |
Melee | claw +7 +3 -1 (agile, finesse), Damage slashing plus Grab |
Special Abilities | Grip Throat A Medium or smaller creature that is grabbed by the crawling hand has difficulty speaking and must spend an extra action to perform any action with the verbal trait. Mark Quarry A crawling hand can be assigned a quarry by anointing the hand with a drop of the intended quarry's blood. If the hand ever has no quarry, it automatically gains the next creature it damages as its quarry. The hand gains a +1 circumstance bonus to Perception checks when it Seeks its quarry, to Survival checks when it Tracks its quarry, and damage rolls when it Strikes its quarry. |
Typically, crawling hands are formed when severed appendages are endowed with crude sentience by evil necromantic energies that turn them into tireless killers. Yet crawling hands can also arise spontaneously, usually when a creature loses an appendage in a place rife with necromantic energy or with a connection to the Negative Energy Plane. |