Giant Crawling Hand
CR: 5 XP: 1,600
NE Medium undead
Init: +2 Senses: blindsense 30 ft., darkvision 60 ft. Perception: +7
Defense
AC: 19, touch 13, flat-footed 16 (+2 Dex,, +1 dodge, +6 natural)
hp: 52 (7d8+21)
Fort: +4 Ref: +6 Will: +6
Immune: undead traits
Offense
Speed: 30 ft.
Melee: claw +11 (1d6+7 plus grab)
Special Attacks: mark quarry, pus burst
Statistics
Str: 21 Dex: 15 Con: — Int: 2 Wis: 13 Cha: 14
Base Atk: +5 CMB: +10 (+14 grapple) CMD: 23
Feats: Dodge, Lightning Reflexes, Toughness, Weapon Focus (claw)
Skills: Acrobatics +3, Perception +7, Stealth +12 Racial Modifiers +4 Stealth
Languages: Common (can’t speak)
Ecology
Environment: any land or underground
Organization: solitary or gang (2–5)
Treasure: none
Description
Mark Quarry (Su) A crawling hand is assigned a quarry by anointing the hand with a drop of the intended quarry’s blood. If the hand has no current quarry, it automatically gains the next creature it damages as its quarry. Once attuned to a target, it becomes aware of the target’s location as if under the effect of a continuous locate creature spell. The hand gains a +1 bonus on all attack rolls, damage rolls, and skill checks made to seek out and destroy the marked quarry. The mark quarry ability lasts until the quarry or the hand is slain.
Pus Burst (Su) When damaged by a piercing or slashing melee weapon, a spray of vile pus strikes the attacker unless the attacker makes a DC 15 Reflex save. Weapons that provide reach protect the attacker completely from a pus burst. Creatures struck by pus become nauseated for 1d3 rounds and take 2d6 points of negative energy damage. The save DC is Charisma-based.
