Kryx RPGThemesCreatures
Crawling Claw

Crawling Claw

Tiny undead
Challenge
0

STR
1
DEX
2
CON
0
INT
−3
WIS
0
CHA
−3

2
1d4
13
Fort
+0
Ref
+1
Will
−2
Damage immunities poison
Condition immunities charmed, diseased, exhausted, frightened, poisoned

Speed 4 m., climb 4 m.
Skills Insight +0 (11), Perception +0 (11)
Senses blindsight 5 m. (blind beyond this radius)
Languages understands Common but can’t speak

Maneuvers. The crawling claw uses maneuvers (maneuver save Difficulty 11). It has 2 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: spring attack, swipe, tear flesh

Turn Immunity. The claw is immune to effects that turn undead.

Actions

Claw. Melee Weapon Attack: +3 to hit, reach 1 m. Hit: 4 (1d4 + 2) slashing damage.

mm

Maneuvers

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must succeed on a Reflex saving throw, taking slashing damage equal to the stamina die on a failed save, or half as much damage on a successful one.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to cause jagged wounds that bleed. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature is bleeding for the duration.

At the start of each of its turns while bleeding, the creature must succeed on a Fortitude saving throw or it loses health equal to the stamina die. On a success, the effect end.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase both damages for each additional stamina die expended.