Giant Crawling Hand
Creature 5 — undead, unholy
FlankerSnareLANDundeadunholy
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; lifesense 30 feet, tremorsense (imprecise) 30 feet
Languages common; (can't speak any language)
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 (void healing)
Immunities death-effects, disease, paralyzed, poison, unconscious, visual, bleed
Speed 20 feet
Offense
Melee Claw (unarmed) +15, Damage 2d6+7 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.
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.
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 — 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.
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 —
WORKS WELL WITH
AnvilLANDA durable frontline body keeps other enemies occupied while the hand relentlessly pursues one marked target.
SniperLANDA ranged attacker can freely target other enemies while the hand's fixation keeps one target cornered.
WeaverLANDA controller adds pressure onto the same marked target, compounding the relentless pursuit.
PUNISHES
✖ isolated targets✖ dazzle reliance✖ standing still
Works well with · Punishes · Pairing advice
Unlock with Tactics
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