Crawling claws are the severed hands of corpses animated by magic to serve a magic being's whim. Wizards and warlocks who practice necromancy often use crawling claws as extra hands in their labors.
Through necromantic rituals, life force either from another plane or taken from something on the Material Plane (such as plants or an animal) is bound to a severed hand, haunting and animating it.
A crawling claw can't be turned, nor can it be controlled by spells that control undead. These creatures are entirely bound to the will of their creator, which can concentrate on a claw in sight to mentally command its every action. If the crawling claw's creator doesn't command it, the claw follows its last command to the best of its ability.
Commands given to a crawling claw must be simple. A claw can't be tasked with finding and killing a particular person, because its limited senses and intelligence prevent it from tracking and picking out specific individuals. However, a command to kill all creatures in a particular locale works. A crawling claw can easily feel out the contours of keys and doorknobs, crawling from room to room on a blind killing spree.
A crawling claw doesn't require air, food, drink, or sleep.
Stat Block Edit
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, poisoned
|13 (+1)||14 (+2)||11 (+0)||5 (-3)||10 (+0)||4 (-3)|
Turn Immunity: The claw is immune to effects that turn undead.
Claw: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 +1) bludgeoning or slashing damage (claw's choice).