Crawling Hand

Level -1
Creature· undeadTinyRemaster
AC
12
HP
8
Speed
30 ft.
Perception
+5
Fort
+2
Ref
+5
Will
+2
Immunities death-effects, disease, paralyzed, poison, unconscious, visual, bleed
Languages common
Senses lifesense 30 ft., tremorsense 30 ft. (imprecise)
Skills stealth +6, athletics +5, survival +2
Other Speeds climb 30 ft.
Recall Knowledge DC 13 (religion)

Attacks

Melee Claw +7 (agile, finesse, reach 0 ft., unarmed), Damage 1d4+1 slashing

Abilities

Tremorsense (Imprecise) 30 feetinteraction
Lifesense 30 feetinteraction
Void Healing
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.

Throat Grab

This ability functions as Grab, but the crawling hand grips the throat of a Medium or smaller creature. A creature Grabbed or Restrained this way has difficulty speaking and must spend an extra action to perform any action that requires speaking, including casting spells.


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.


Typically, crawling hands form when severed appendages are endowed with a crude sentience by 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 Void.