Crawling Hand

Tiny undead, neutral evil

Armor Class 13 (natural armor)
Hit Points 7 (3d4)
Speed 20 ft., climb 20 ft.

13 (+1) 11 (+0) 14 (+2) 2 (-4) 11 (+0) 7 (-2)

Skills Stealth +2
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, poisoned, stunned, unconscious
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10
Languages understands the languages of its creator, but can’t speak
Challenge 1/2 (100 XP)


  • Leap. The crawling hand’s long jump is up to 10 feet and its high jump is up to five feet, with or without a running start.


  • Grab. Melee Weapon Attack: +3 to hit, reach 0 ft., one target. Hit: The crawling hand attaches to the target. At the beginning of the crawling hand’s next turn, the target begins suffocating and cannot cast spells that require verbal components. The target or another creature can use an action to make a DC 13 Strength check to pull the crawling hand off, removing it on a successful check.


Crawling hands are horrid necromantic creations that wander darkened areas, often crypts, in search of living prey to choke the life out of them. Some are made by foul magics that seek to create swarms of lesser minions to guard areas and commit assassinations. Other crawling hands are the result of careless adventurers who hack away at zombies with little regard to the lingering necromantic energies that might reanimate severed parts.

Section 15: Copyright Notice

Tome of Horrors 2020, (C) 2020, Necromancer Games

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