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Giant Crawling HandCreature 5


NEMediumUndead
Source Pathfinder Bestiary 2
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; Reflex +11; Will +10;
HP 75 (negative healing)
Speed 20 feet
Immunities death effects, disease, paralyzed, poison, unconscious, visual

Claw One Action +15 (+10, +5) to hit 2d6+7 Slashing

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.

Pus Burst Reaction

Trigger The giant crawling hand takes piercing or slashing damage


Effect A random creature adjacent to the giant crawling hand is sprayed with vile pus that deals 4d6 negative damage. The affected creature must attempt a DC 21 reflex save.


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.

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 One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


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 Negative Energy Plane.


Traits

Common

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.