Turn Immunity. The Crawling Claw Swarm is immune to effects that turn undead.
Multi-Attack. The Crawling Claw Swarm makes five (5) Claw attacks, or one (1) Many Tiny Hands and two (2) Claw attacks.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) Slashing damage.
Many Tiny Hands. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: Target must make a DC 13 STR Saving Throw or become Restrained. Once restrained, a target may repeat the Saving Throw at the end of each of their turns to break the condition.
Description
These swarms are the severed hands of regular, every day people that have been animated by dark, necromancy. They have been reborn to an existence of murder and villainy, regardless of the characteristics of the person they had once been attached to. Warlocks and wizards of dark bent use swarms of Crawling Claws as protection and security.
They differ from your typical Crawling Claw in that they are not directly the severed hand of a murderer. Without that dark seed, these appendages do not have the inherit evil and thus must congregate en masse to be effective, usually in groups of twenty or more.
Magical Origins: Through dark necromantic rituals, the life force of a recently passed individual is bound to it's severed hand - haunting and animating it. If the individual is raised from death, the ritual fails.
The Ritual invoked to raise a crawling claw works best with a hand recently severed from it's owner. To this end, ritualists and their servants frequent cemeteries, graveyards, and other burial sites to gain possession of suitable hands. These acquisitions may be from theft or deals struck with those that maintain these sites.
Creator's Control: A Crawling Claw cannot be turned, nor can it be controlled by spells that control undead. Thus, neither can a swarm of them. These foul creatures are mentally bound to the will of their creator, which can concentrate on a single claw (or a swarm of them) in sight to command their every move. If the Crawling Claw (Swarm) is not being mentally commanded by it's creator, it follows it's last command to the best of it's ability.
Commands given to a claw (or swarm of them) must be simple. A claw cannot be tasked with finding and killing a particular person because it's 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, either individually or part of a swarm, can easily feel out the contours of keys and doorknobs, crawling from room to room on a blind killing spree.
Malign Intelligence: A crawling claw possess little of the intellect and memories of the individual of which it was once a living part. However, driven by the evil instincts of the swarm's creator, the claws within the swarm attempt to live out any hate, jealousy, or greed amplified within it by it's creation ritual.
Undead Nature: A crawling claw swarm does not require air, food, drink, or sleep.
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