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)
- Space
- 1 ft.
- Reach
- 0 ft.
- BAB
- +0
- CMB
- -4 (+0 grapple)
- CMD
- 7
- Fort
- +2
- Ref
- +0
- Will
- +2
- Racial Modifiers
- +4 Survival
Weapons: Simple
mark quarry
<p class="stat-block-1"> 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).</p>
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
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.
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Uses feat: Toughness (Feat)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
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