AC
12
Initiative
+2 (12)
HP
49
(11d8)
Speed
30 ft., Climb 30 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 14 | +2 | +2 |
| CON | 11 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 5 | −3 | −3 |
| WIS | 10 | +0 | +0 |
| CHA | 4 | −3 | −3 |
Skills
Acrobatics +5, Deception +5, Investigation +5
Resistances
Bludgeoning, Piercing, Slashing
Immunities
Necrotic, Poison; Charmed, Exhaustion, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned
Senses
Blindsight 30 ft.; Passive Perception 10
Languages
Understands Common but can’t speak
CR
6 (XP 2,300; PB +3)
Traits
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can’t regain Hit Points or gain Temporary Hit Points.
Actions
Swarm of Grasping Hands. Melee Attack Roll: +4, reach 5 ft. Hit: 20 (4d8 + 2) Necrotic damage, or 11 (2d8 + 2) Necrotic damage if the swarm is Bloodied. If the target is a Medium or smaller creature, it has the Prone condition.
Tug Of War: Melee Attack Roll: applies movement debuff for 3 turns
Need a Hand?: Ranged attack roll: Tosses one of the swarm at nearest player
Sticky Fingers: Melee Attack Roll: Grabs gold/item off of player, does 2 dmg
Comments