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Arghun the AnnihilatorCreature -1


UniqueTinyEvilUndeadUnholy
Source Pathfinder #181: Zombie Feast
Perception +5 (lifesense (precise) 30 feet, tremorsense (imprecise) 30 feet)
Languages Common, Taldane
Skills Lore +3, Athletics +5, Stealth +6, Survival +2
Str +1, Dex +3, Con +0, Int -2, Wis +0, Cha +1

AC 12; Fort +2; Reflex +5; Will +2;
HP 18 (void healing)
Speed 30 feet (climb 30 feet)
Immunities bleed, death effects, disease, paralyzed, poison, unconscious, visual

Claw One Action +7 (+3, -1) to hit (agile, finesse, unarmed) 1d4+1 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 vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Grip Throat

A Medium or smaller creature that is Grabbed by the crawling hand has difficulty speaking and must spend an extra action to perform any action with the verbal trait.

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 Seek 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 successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


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 Void.


A crawling hand formed from the appendage of a Medium creature is quick and agile, skittering in the shadows until it can strike its prey.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.