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Crawling Hand

CR 1/2 Undead NE Diminutive
With a jolt, this severed hand springs to life, its fingers propelling it forth at great speed like a deformed spider.

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.

STR
13
DEX
11
CON
-
INT
2
WIS
11
CHA
14
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

Details
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