Tiny Aberration, Neutral Evil
AC 13 Natural Armor    Initiative +3 (13)
HP 11 (3d6)
Speed 30 ft., Climb 20 ft.
Mod Save
STR 6 −2 −2
DEX 16 +3 +3
CON 10 +0 +0
Mod Save
INT 2 −4 −4
WIS 12 +1 +1
CHA 5 −3 −3
Skills Perception +3, Stealth +5
Resistances Necrotic, Poison
Immunities Charmed, Frightened, Poisoned
Senses Darkvision 30 ft., Tremorsense 10 ft.; Passive Perception 13
Languages None
CR 1/4 (XP 50; PB +2)
Traits

Corpse Sense. The Crawler can detect any dead or dying creature within 30 ft. and will instinctively move toward it.

Swarm Instinct. When two or more Corpse Crawlers are withing 5 ft. of the same target, they gain advantage on attack rolls.

Crawl Inside (Recharge 5-6). When the Crawler is adjacent to a dead or unconscious creature, it can burrow into the body. The corpse visibly twitches as the Crawler hides inside, taking half damage from attacks while inside.

If a living creature is targeted, it must succeed on a DC 12 Constitution saving throw or take 5 (1d10) necrotic damage and be poisoned until the end of its next turn.

Actions

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) slashing damage plus 3 (1d6) necrotic damage.

Description

The Corpse Crawlers are palm-sized, skinless things that look like the halfway point between a centipede and a human hand. Their “fingers” end in hooked claws, and their bodies twitch in rhythm to nearby heartbeats.

Necromancers, cultists, and certain carrion feeders all use them as “scavengers” — crawling into corpses to feed on lingering life force, leaving behind clean, empty husks. They’re unnervingly quiet… until they find something still breathing.

Tactics: They move in packs of 3–6, clinging to walls or ceilings until something bleeds.
They prefer downed enemies, swarming unconscious foes first to “feed” and heal (regaining 2 HP when doing so).

bjawesomEROX

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