Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Critical Failure
The creature takes double damage and becomes sickened 3.
Ability
Critical Success
The creature takes no damage.
Ability
Failure
The creature takes full damage and becomes sickened 2.
Ability
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.
Ability
Pus Burst [Reaction]
Circumstance: Trigger: The giant crawling hand takes piercing or slashing damag
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.
Ability
Success
The creature takes half damage and becomes sickened 1.
Offense
Melee
Circumstance: combat round (melee)
claw +15 [+10/+5], Damage 2d6+7 slashing plus Grab
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
paralyzed
poison
unconscious
visual
Language
can't speak any language
Common
Perception
lifesense 30 feet
tremorsense (imprecise) 30 feet