Crawling Hand
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.
- HP
- 9 (1d8+5)
- AC
- 14, touch 14, flat-footed 14 (+4 size)
- Speed
- 40 ft., climb 40 ft.
- Init
- +0
- Melee
- claw +5 (1d1+1 plus grab)
- BAB
- +0
- CMB
- -4 (+0 grapple)
- CMD
- 7
- Fort
- +2
- Ref
- +0
- Will
- +2
mark quarry, strangle
Climb +9, Perception +4, Stealth +12, Survival +4
- Type
- Undead
- Alignment
- NE
- Size
- Diminutive
- Environment
- any land
- Senses
- blindsense 30 ft., darkvision 60 ft.; Perception +4
- Languages
- Common (can't speak)
- Source
- Bestiary 2
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