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Crawling Hand

Creature -1 — undead, unholy

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. Typically, crawling hands form when severed appendages are endowed with a crude sentience by 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.

Source: pathfinder-monster-core

Perception +5
Skills athletics +5, stealth +6, survival +2
Str
+1
Dex
+3
Con
+0
Int
-4
Wis
+0
Cha
+0
AC 12 Fort +2 Ref +5 Will +2
HP 8
Immunities death-effects, disease, paralyzed, poison, unconscious, visual, bleed
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
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 Seeks its quarry, to Survival checks when it Tracks its quarry, and damage rolls when it Strikes its quarry.
Throat Grab — This ability functions as Grab, but the crawling hand grips the throat of a Medium or smaller creature. A creature Grabbed or Restrained this way has difficulty speaking and must spend an extra action to perform any action that requires speaking, including casting spells. Grab

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