Large Swarm of Medium undead, Neutral Evil
Armor Class 16 natural armor
Hit Points 241 (15d20 + 100)
Speed 40 ft., Climb 40 ft.
STR
20 (+5)
DEX
14 (+2)
CON
18 (+4)
INT
8 (-1)
WIS
10 (+0)
CHA
4 (-3)
Saving Throws DEX +7
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Passive Perception 10
Languages understands up to 6 languages but can only speak in Common Sign Language.
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Turn Immunity. The Claw Throng is immune to effects that turn undead.

Bound Shape. The Claw Throng can only Reassemble into a single shape or form decided by the DM.

Actions

Multiattack. The claw throng makes one bite or stolen weapon and one magic ring attack.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 25 (6d4 + 1) piercing or slashing damage.

Stolen Weapon. Melee Weapon Attack: action based on stats of the stolen weapon.

Magic Rings. The claw throng uses one of its ring's abilities. The number of rings is decided by 1d4 +1. The DM determines or chooses randomly (#d6). The claw throng cannot choose which ring it uses and must choose at random.

1. Ring of the Ram. This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. The claw throng expends 1 to 3 of its charges to make a ranged spell attack against one creature within 60 feet of it. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spent, the target takes 2d10 force damage and is pushed 5 feet away from it.

2. Ring of Invisibility. The claw throng turns invisible as an action. Anything attached to the hand wearing it is invisible with it. The claw throng remains invisible until the ring is removed, it attacks, or until it uses a bonus action to become visible again.

3. Ring of Protection. The claw throng gains a +1 bonus to Armor Class and saving throws while wearing this ring.

4. Ring of Telekinesis. The claw throng can cast the telekinesis spell at will, but can target only objects that aren't being worn or carried.

5. Ring of Free Action. Difficult terrain doesn’t cost the claw throng extra movement. In addition, magic can neither reduce any of its speeds nor cause it to have the paralyzed or restrained condition.

6. Ring of Resistance. The claw throng has resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the DM chooses or determines randomly.

  1. Acid (Pearl Gemstone)
  2. Cold (Tourmaline)
  3. Fire (Garnet)
  4. Force (Sapphire)
  5. Lightning (Citrine)
  6. Necrotic (Jet)
  7. Poison (Amethyst)
  8. Psychic (Jade)
  9. Radiant (Topaz)
  10. Thunder (Spinel)
Bonus Actions

Fragmentate (2/Day). When the claw throngs HP drops below 100, it can disperse itself into HP/2 Crawling Claws.

Reassemble (1/Day). All dispersed crawling claws in the area reform into the claw throng. The number of crawling claws is multiplied by two to create the claw throngs HP.

Reactions

Disarm. When attacked with non-magical weapons, the claw throng will attempt to grab the weapon with its various hands and disarm the owner. The attacker must make a DC 15 Strength saving throw or become disarmed. The claw throng will then gain the ability to use stolen weapon as an action on its next turn.

Deprivation. When attacking an opponent with a shield equipped, the claw throng with attempt to remove the shield from their opponents grasp and incorporate it into itself. The opponent must make a DC 10 Strength saving throw or lose their shield.

Description

Crawling Claws are known to be very weak monsters that most would overlook and dispatch with ease. However, some wielders of dark magic realize the potential of these tiny servants and amass a horde of them to take on bigger rolls. From this appreciation, a claw throng is born. They typically serve as sentinels, builders, or other laborious tasks requiring the strength of a larger being.

Magical Origins. Through dark necromantic rituals, a mass of severed hands is reanimated. These hands are then bound to each other by a collective hive mind. While it can discorporate its form into individual claws, they still retain the shared experiences and goals as their bound counterparts. When reforming, it can only take the shape its creator predetermined. Claw throngs share a collective consciousness and soul. It is only required to retain the soul of an individual claw; therefore, all other souls are freed from their torment as a crawling claw.

Creator's Control. A claw throng can't be turned, nor can it be controlled by spells that control undead. These foul monsters are entirely bound to the will of their creator, which can concentrate on the throng to mentally command its every action. If the claw throng's creator is killed, it follows its last command to the best of its ability. Commands given to a claw throng can be more complex but only involving physical tasks. While it is a collective consciousness, it still lacks the mental capacity to understand tasks requiring creativity, problem solving, or critical thinking skills. A claw throng can't be tasked with finding and killing a particular person, much like its baser form, however, a command to kill all creatures in a particular locale works. A claw throng can easily feel out the contours of keys and doorknobs or use its collective strength to force its way through obstacles to reach its target.

Below-Average Intelligence. A claw throng possesses the collective intellect and memories of its individual claws. Believing itself to be a whole being, it is able to perform more complex tasks with ease. Without a command or instruction to complete, the claw throng will begin to slowly assimilate into its environment and act as any predatorial beast might.

Assimilation. Being a hive mind, attempting to reattach an individual claw to its living whole will result in the host experiencing paralyses and their body will assimilate into the throng hive mind, shambling about like a braindead zombie. The mind of the living host will still be alive, however, essentially imprisoned in their own body and forced to witness the throng's atrocities. This new piece of the hive mind will lack fine motor skills, except in its hands. Given enough time the throng will learn to control its new body, but only to the level of a feral being. Killing the claw will free the host body as their soul is no longer bound to it, however, they will require a period of recovery from their experience. Should the claw throng's creator wish it to, the claw throng will attempt to add to its mass by tearing its opponent's hand(s) off and imbuing it with sentience as a new claw.

Undead Nature. A claw throng doesn't require air, food, drink, or sleep.

Previous Versions

Name Date Modified Views Adds Version Actions
1/2/2025 5:55:21 AM
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Monster Tags: Misc CreatureShapechangerundeadmonstrosityAbominations

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