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Arghun the Annihilator

Creature -1 (unique) — undead, unholy

Pre-Remaster content. May include legacy alignment.

ShadeFlankerLANDVERTICALundead

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; lifesense 30 feet, tremorsense (imprecise) 30 feet
Languages common, taldane
Skills athletics +5, stealth +6, survival +2, Warfare Lore +3
Str
+1
Dex
+3
Con
+0
Int
-2
Wis
+0
Cha
+1
AC 12 Fort +2 Ref +5 Will +2
HP 8 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious, visual
Speed 30 feet, climb 30 feet

Offense

Melee Claw (agile, finesse, unarmed) +7, Damage 1d4+1 slashing plus Grab

Abilities

Tremorsense (Imprecise) 30 feet — Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Lifesense 30 feet — Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
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

WORKS WELL WITH

AnvilLAND / VERTICALAn anvil occupies the front line while the shade climbs past to isolate and silence enemy spellcasters.
CrasherLAND / VERTICALOnce the shade's Grip Throat silences a caster, a crasher can burst down the hindered target before it breaks free.

PUNISHES

✖ verbal spells✖ standing still
stacking Shade leaves no durable front line
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #181: Zombie Feast.

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