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Arghun the Annihilator

Creature -1 (unique) — undead, unholy

Pre-Remaster content. May include legacy alignment.

Typically, crawling hands are formed when severed appendages are endowed with a crude sentience by evil necromantic energies that turn them into tireless killers. Yet crawling hands can also arise spontaneously, usually when a creature loses an appendage in a place rife with necromantic energy or with a connection to the Void. A crawling hand formed from the appendage of a Medium creature is quick and agile, skittering in the shadows until it can strike its prey.

Source: blood-lords-bestiary (Pre-Remaster)

Perception +5
Skills athletics +5, stealth +6, survival +2
Str
+1
Dex
+3
Con
+0
Int
-2
Wis
+0
Cha
+1
AC 12 Fort +2 Ref +5 Will +2
HP 8
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious, visual
Speed 30 feet, climb 30 feet

Offense

Melee Claw +7, Damage 1d4+1 slashing

Abilities

Tremorsense (Imprecise) 30 feet — Tremorsense
Lifesense 30 feet — Lifesense
Void Healing — Negative Healing
Grip Throat — A Medium or smaller creature that is Grabbed by the crawling hand has difficulty speaking and must spend an extra action to perform any action with the verbal trait.
Mark Quarry — A crawling hand can be assigned a quarry by anointing the hand with a drop of the intended quarry's blood. If the hand ever has no quarry, it automatically gains the next creature it damages as its quarry. The hand gains a +1 circumstance bonus to Perception checks when it Seek its quarry, to Survival checks when it Tracks its quarry, and damage rolls when it Strikes its quarry.
Grab — Grab

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