Library / Bestiary

Crawling Hand

CR 1/2 Undead NE Diminutive HD 1
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.

HP
9 (1d8+5)
AC
14, touch 14, flat-footed 14 (+4 size)
Init
+0
Speed
40 ft., climb 40 ft.
Fort
+2
Ref
+0
Will
+2
BAB
+0
CMB
-4 (+0 grapple)
CMD
7
Melee
claw +5 (1d1+1 plus grab)
Space
1 ft.
Reach
0 ft.
Racial Modifiers
+4 Survival
str
13
+1
dex
11
+0
con
-
int
2
-4
wis
11
+0
cha
14
+2

Weapons: Simple

mark quarry

strangle

Universal Monster Rules

Grab (claw) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Strangle Ex from Universal Monster Rule
An opponent grappled by the creature cannot speak or cast spells with verbal components.

Special Abilities

Mark Quarry from text

Feats, Traits & Items

Toughness from Feat

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).

Calculated: +3 Hp Bonus

Climb +9, Perception +4, Stealth +12, Survival +4

Details
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
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
1 House/Core
  • Uses feat: Toughness (Feat) — core content under OGL 1.0a
View references and cross-links for Crawling Hand

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