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Crawling Hand SwarmCreature 5

Source Pathfinder #176: Lost Mammoth Valley
Perception +11 (lifesense 30 feet, tremorsense (imprecise) 30 feet)
Languages Common, Hallit, Can't Speak Any Language
Skills Athletics +10, Stealth +12
Str +3, Dex +5, Con +4, Int -4, Wis +2, Cha +0

AC 21; Fort +11; Reflex +15; Will +9;
HP 60 (negative healing)
Speed 30 feet (climb 30 feet)
Immunities death effects, disease, paralyzed, poison, precision, swarm mind, unconscious, visual
Weaknesses Area Damage 5, Splash Damage 5
Resistances Bludgeoning 2, Piercing 5, Slashing 5

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 positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Stifle Reaction

Trigger A creature in the swarm's space attempts to Cast a Spell with a verbal component or attempts an action with the linguistic or vocal traits

Effect The swarming hands clamp over the triggering creature's mouth, preventing it from vocalizing. The affected creature must succeed at a DC 22 reflex save or the triggering action is disrupted.

Pummeling Grasp One Action

Each enemy in the swarm's space takes 3d6 slashing damage (DC 20 basic reflex). A creature that fails its save against Pummeling Grasp is also knocked Prone.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.