Crawling Hand

Creature −1
  • Tiny
  • undead
  • unholy
Perception
+5; lifesense 30 feet, tremorsense (imprecise) 30 feet
Languages
Common, (can't speak any language)
Skills
Athletics +5, Stealth +6, Survival +2
Str +1, Dex +3, Con +0, Int −4, Wis +0, Cha +0

Tremorsense (Imprecise) 30 feet

Lifesense 30 feet

AC
12; Fort +2, Ref +5, Will +2
HP
8, void healing; Immunities death effects, disease, paralyzed, poison, unconscious, visual, bleed

Void Healing

Speed
30 feet, climb 30 feet

Melee ◆ claw +7 (agile, finesse, reach 0 feet, unarmed), Damage 1d4+1 slashing plus Grab

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.

Source: Pathfinder Monster Core

Running this fight? Add the crawling hand to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

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