Crawling Hand

With a jolt, this severed hand springs to life, its fingers propelling it forth at great speed like a deformed spider.
 

Crawling Hand (CR 1/2)

Diminutive Undead
Alignment: Neutral Evil
Initiative: +0
Senses: Blindsense 30 feet, Darkvision 60 feet; Perception +4
  Speed: 40 feet, Climb 40 feet
Space: 1 feet
 

Defense

Armor Class: 14, touch 14, flat-footed 14 (+4 size)
Hit Points: 9 (1d8+5)
Saving Throws: Fort +2, Ref +0, Will +2
Immunity: undead traits
 

Offense

Melee: claw +5 (1d1+1 plus Grab)
Reach: 0 feet
  Special Attacks: mark quarry, Strangle
 

Statistics

StrDexConIntWisCha
13 (+1) 11 (+0) - 2 (-4) 11 (+0) 14 (+2)
Base Attack Bonus: +0
CMB -4 (+0 Grapple)
CMD 7
  Feats: Toughness
  Skills: Climb +9, Perception +4, Stealth +12, Survival +4 Languages: Common (can't speak)
 

Special Abilities

Grab (Ex)

A crawling hand can use its grab ability on a creature of up to Medium size.
 

Ecology

Environment: Any Land
Organization: solitary or gang (2-5)
Treasure: none

  Some say the origins of the crawling hand lie in the experiments of demented necromancers contracted to construct tiny assassins. Other tales tell of gruesome prosthetics sparked to life by evil magic, which then developed primitive sentience and vengefully strangled their hosts. Regardless, the crawling hand is an efficient killing tool.
  When not commanded to kill, the crawling hand remains still and can be handled and transported safely. Typically, owners carry them about in small, velvet-lined boxes. Crawling hands can also be placed as guardians and programmed with contingency commands, such as to hunt down and slay an individual who performs a specific task like violating a shrine, opening a warded door, or breaking the seal of a casket.

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