Crawling Hand
Description
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.
Combat Stats
- Melee
- claw +5 (1d1+1 plus grab)
- Space
- 1 ft.
- Reach
- 0 ft.
- Racial Modifiers
- +4 Survival
Ability Scores
Proficiencies
Weapons: Simple
Special Attacks
mark quarry
Feats
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Skills
Climb +9, Perception +4, Stealth +12, Survival +4
- Type
- Undead
- Alignment
- NE
- Size
- Diminutive
- Environment
- any land
- Organization
- solitary or gang (2-5)
- Treasure
- none
- Senses
- blindsense 30 ft., darkvision 60 ft.; Perception +4
- Languages
- Common (can't speak)
- Source
- Bestiary 2