Crawling Hand (BB)
Creature -1 — undead, unholy
ShadeSnareLANDVERTICALundeadunholy
Crawling hands form when severed appendages are endowed with a crude sentience by necromantic energies that turn them into tireless killers.
Source: menace-under-otari-bestiary
Perception +5; lifesense 30 feet
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 bleed, mental, poison, unconscious, void, visual
Speed 30 feet, climb 30 feet
Offense
Melee Claw (agile, finesse, reach-0, unarmed) +7, Damage 1d4+1 slashing plus Throat Grab
Abilities
Lifesense — A crawling hand can sense the vital essence of living and undead creatures within 30 feet. This sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes color. However, a crawling hand can't see, so effects that depend on vision or seeing don't work on it.
Throat Grab — When the crawling hand succeeds at its claw Strike against a Medium or smaller creature, it can use this action immediately after to attempt to Grapple the target. This Grapple doesn't apply or count toward the crawling hand's multiple attack penalty. A creature Grabbed this way has difficulty speaking and must spend an extra action to perform any action that requires speaking, including casting spells.
WORKS WELL WITH
AnvilLAND / VERTICALA frontline that keeps the party's attention forward lets this tiny climber slip along walls or ceilings to grab an isolated target from behind.
CrasherLAND / VERTICALA heavy striker can capitalize on a target this creature has already Grabbed by the throat, since a pinned target cannot easily reposition.
WeaverLAND / VERTICALA support caster's debuffs on a struggling target make it even harder to escape once this creature has committed to a Grapple.
PUNISHES
✖ low Perception✖ isolated targets✖ standing near walls or ceilings
Works well with · Punishes · Pairing advice
Unlock with Tactics
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