Lord Tataraus
2008-03-31, 10:17 AM
Crawling Hand
Diminutive Undead
Hit Dice: 1d12 HD (6 hp)
Initiative: +6
Speed: 20 ft. (2 squares), Climb 20 ft.
Armor Class: 20 (+6 dex, +4 size), touch 20, flat-footed 14
Base Attack/Grapple: +0/+4
Attack: -
Full Attack: -
Space/Reach: 0 ft./0 ft.
Special Attacks: Trample (1d2), righty-lefty
Special Qualities: Undead Immunities, tremorsense 60ft, true regeneration, turn resistance +4
Saves: Fort +0, Ref +6, Will +3
Abilities: Str 10, Dex 22, Con -, Int -, Wis 12, Cha 12
Skills: Climb +14*, Hide +22, Jump +6*, Move Silently +10
Feats: Weapon Finesse(C), Improved Grapple
Environment: Any
Organization: Swarm (12-24) or Colony (12d10)
Challenge Rating: 1
Treasure: None
Alignment: Always evil
Advancement: 3–4 HD (Fine)
Level Adjustment: -
Combat
Trample (Ex): Crawling hands deal 1d4 piercing and slashing damage to any creature they are climbing each round. A crawling hand does not need to make a grapple check to climb up a creature at least two sizes larger than it.
Righty-Lefty (Ex): Crawling hands are very adept at grappling their opponents. A crawling hand may ignore its size modifier when executing a grapple check and gains Improved Grapple as a bonus feat. Additionally, if a right and left hand are both grappling a creature they give each other a +4 circumstance bonus to any grapple checks made against that creature..
Undead Immunities: Crawling hands are immune to all mid effecting effects, poison, sleep effects, paralysis, stunning, disease, and death effects. Additionally, they are not subject to critical hits, nonlethal damaging, or ability drain, or energy drain and are immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
True Regeneration (Su): Crawling hands are not destroyed like normal undead. A crawling hand is not destroyed when its hit points drop to or below 0, instead the crawling hand becomes inactive until the beginning of its next turn when it is healed of all damage. However, if a crawling hand is dealt at least 5 points of bludgeoning damage it becomes dazed for one round. The only way to destroy a crawling hand is to submerse it while it is dazed in a powerful acid or other deadly substance such as lava or at least 3 flasks of holy water or if dealt at least 5 points of holy damage.
Skills: A crawling hand has a +8 racial bonus on all climb checks, can run while climbing, and may take 10 even while rushed or threatened. may use its dexterity modifier instead of its strength modifier for Jump and Climb checks.
Diminutive Undead
Hit Dice: 1d12 HD (6 hp)
Initiative: +6
Speed: 20 ft. (2 squares), Climb 20 ft.
Armor Class: 20 (+6 dex, +4 size), touch 20, flat-footed 14
Base Attack/Grapple: +0/+4
Attack: -
Full Attack: -
Space/Reach: 0 ft./0 ft.
Special Attacks: Trample (1d2), righty-lefty
Special Qualities: Undead Immunities, tremorsense 60ft, true regeneration, turn resistance +4
Saves: Fort +0, Ref +6, Will +3
Abilities: Str 10, Dex 22, Con -, Int -, Wis 12, Cha 12
Skills: Climb +14*, Hide +22, Jump +6*, Move Silently +10
Feats: Weapon Finesse(C), Improved Grapple
Environment: Any
Organization: Swarm (12-24) or Colony (12d10)
Challenge Rating: 1
Treasure: None
Alignment: Always evil
Advancement: 3–4 HD (Fine)
Level Adjustment: -
Combat
Trample (Ex): Crawling hands deal 1d4 piercing and slashing damage to any creature they are climbing each round. A crawling hand does not need to make a grapple check to climb up a creature at least two sizes larger than it.
Righty-Lefty (Ex): Crawling hands are very adept at grappling their opponents. A crawling hand may ignore its size modifier when executing a grapple check and gains Improved Grapple as a bonus feat. Additionally, if a right and left hand are both grappling a creature they give each other a +4 circumstance bonus to any grapple checks made against that creature..
Undead Immunities: Crawling hands are immune to all mid effecting effects, poison, sleep effects, paralysis, stunning, disease, and death effects. Additionally, they are not subject to critical hits, nonlethal damaging, or ability drain, or energy drain and are immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
True Regeneration (Su): Crawling hands are not destroyed like normal undead. A crawling hand is not destroyed when its hit points drop to or below 0, instead the crawling hand becomes inactive until the beginning of its next turn when it is healed of all damage. However, if a crawling hand is dealt at least 5 points of bludgeoning damage it becomes dazed for one round. The only way to destroy a crawling hand is to submerse it while it is dazed in a powerful acid or other deadly substance such as lava or at least 3 flasks of holy water or if dealt at least 5 points of holy damage.
Skills: A crawling hand has a +8 racial bonus on all climb checks, can run while climbing, and may take 10 even while rushed or threatened. may use its dexterity modifier instead of its strength modifier for Jump and Climb checks.