With a jolt, this severed hand springs to life, its fingers propelling it forth at great speed like a deformed spider.
CR 1/2
XP 200
NE Diminutive undead
Init +0; Senses blindsense 30 ft., darkvision 60 ft.; Perception +4
AC 14, touch 14, flat-footed 14 (+4 size)
hp 9 (1d8+5)
Fort +2, Ref +0, Will +2
Immune undead traits
Speed 40 ft., climb 40 ft.
Melee claw +5 (1d1+1 plus grab)
Space 1 ft.; Reach 0 ft.
Special Attack mark quarry, strangle
Str 13, Dex 11, Con —, Int 2, Wis 11, Cha 14
Base Atk +0; CMB –4 (+0 grapple); CMD 7
Feats Toughness
Skills Climb +9, Perception +4, Stealth +12, Survival +4; Racial Modifiers +4 Survival
Languages Common (can’t speak)
Grab (Ex) A crawling hand can use its grab ability on a creature of up to Medium size.
Some say the origins of the crawling hand lie in the experiments of demented necromancers contracted to construct tiny assassins. Other tales tell of gruesome prosthetics sparked to life by evil magic, which then developed primitive sentience and vengefully strangled their hosts. Regardless, the crawling hand is an efficient killing tool.
When not commanded to kill, the crawling hand remains still and can be handled and transported safely. Typically, owners carry them about in small, velvet-lined boxes. Crawling hands can also be placed as guardians and programmed with contingency commands, such as to hunt down and slay an individual who performs a specific task like violating a shrine, opening a warded door, or breaking the seal of a casket.