Tiny Undead, Neutral Evil
Armor Class 11
Hit Points 7 (2d4 + 2)
Speed 20 ft.
STR
14 (+2)
DEX
13 (+1)
CON
13 (+1)
INT
5 (-3)
WIS
11 (+0)
CHA
1 (-5)
Damage Resistances Necrotic
Damage Immunities Poison
Senses Blindsight 30 ft. (blind beyond this radius), Passive Perception 10
Languages understand Common by cannot speak
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Disturbing Presence. Enemy creatures within 30 feet of the creepy crawly that can see it can’t gain advantage on attack rolls, saving throws, or ability checks, unless it dies or leaves their sight.
Undead Fortitude. If damage reduces the creepy crawly to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the creepy crawly drops to 1 hit point instead.

Actions

Slap. Melee Weapon Attack: +4 to hit, reach 5 ft. one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Give Em’ The Finger. Ranged Weapon Attack: +3 to hit, range 60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Reactions

Retaliate. When the creepy crawly is hit by an attack, it can make a single attack against that creature. The creepy crawly must be able to see the creature that attacked it.

Description

Every so often, a rogue appendage escapes from the Chandler of Flesh’s Laboratory and wreaks havoc in The Revelia. Creepy crawlies are often a hand with an arm still attached up to the elbow or a foot with a leg up to the knee. Creepy crawlies vary in size depending on the bodies they were separated from, and they can detach their fingers or toes and launch them at a target. Any flesh projectiles that remain in one piece after an encounter wriggle back to their limb of origin.

FlipKnot

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