| 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 |
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.
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).
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