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 UndeadAlignment: 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
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
13 (+1) | 11 (+0) | - | 2 (-4) | 11 (+0) | 14 (+2) |
CMB -4 (+0 Grapple)
CMD 7
Feats: Toughness
Skills: Climb +9, Perception +4, Stealth +12, Survival +4
- Racial Modifiers: +4 Survival
Special Abilities
Grab (Ex)
A crawling hand can use its grab ability on a creature of up to Medium size.Ecology
Environment: Any LandOrganization: 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.