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Giant Crawling Hand

Creature 5 — undead, unholy

A giant crawling hand is the appendage of a very large creature, such as a giant. 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.

Source: pathfinder-monster-core

Perception +12
Skills athletics +13, stealth +11, survival +12
Str
+4
Dex
+2
Con
+4
Int
-4
Wis
+3
Cha
+0
AC 22 Fort +13 Ref +11 Will +10
HP 75
Immunities death-effects, disease, paralyzed, poison, unconscious, visual, bleed
Speed 20 feet

Offense

Melee Claw +15, Damage 2d6+7 slashing

Abilities

Tremorsense (Imprecise) 30 feet — Tremorsense
Lifesense 30 feet — Lifesense
Pus Burst — **Critical Success** The creature takes no damage. **Success** The creature takes half damage and becomes Sickened 1. **Failure** The creature takes full damage and becomes Sickened 2. **Critical Failure** The creature takes double damage and becomes Sickened 3.
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.
Grab — Grab

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