Giant Crawling Hand

Level 5
Creature· undeadMediumRemaster
AC
22
HP
75
Speed
20 ft.
Perception
+12
Fort
+13
Ref
+11
Will
+10
Immunities death-effects, disease, paralyzed, poison, unconscious, visual, bleed
Languages common
Senses lifesense 30 ft., tremorsense 30 ft. (imprecise)
Skills athletics +13, survival +12, stealth +11
Recall Knowledge DC 20 (religion)

Attacks

Melee Claw +15 (unarmed), Damage 2d6+7 slashing

Abilities

Tremorsense (Imprecise) 30 feetinteraction
Lifesense 30 feetinteraction
Pus Burst

Trigger The giant crawling hand takes piercing or slashing damage


Effect A random creature adjacent to the giant crawling hand is sprayed with vile pus that deals 4d6 void damage. The affected creature must attempt a DC 21 reflex save.

Critical Success The creature takes no damage.

Success The creature takes half damage and becomes Sickened 1.

Failure The creature takes full damage and becomes Sickened 2.

Critical Failure The creature takes double damage and becomes Sickened 3.

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.

Grab

A giant crawling hand is the appendage of a very large creature, such as a giant.


Typically, crawling hands are formed when severed appendages are endowed with a 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 Void.