b'Crawling Hand \n'b'  Tiny   undead ,  neutral evil  \n'b'  Armor Class  13 (natural armor)  Hit Points  7 (3d4)  Speed  20 ft., climb 20 ft.\n'b' STATS STR: 13 (+1) DEX:  11 (+0)  CON:  14 (+2)  INT:  2 (-4)  WIS:  11 (+0)  CHA:  7 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Stealth  +2  Damage Immunities  poison  Condition Immunities   exhaustion ,  paralyzed ,  poisoned ,  stunned ,  unconscious   Senses  blindsight 30 ft. (blind beyond this radius), passive  Perception  10  Languages  understands the languages of its creator, but can\xe2\x80\x99t speak  Challenge  1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Leap . The crawling hand\xe2\x80\x99s long  jump  is up to 10 feet and its high  jump  is up to five feet, with or without a running start. \n'b'\n'b' ACTIONS \n'b'\n'b'  Grab .  Melee Weapon Attack : +3 to hit, reach 0 ft., one target.  Hit : The crawling hand attaches to the target. At the beginning of the crawling hand\xe2\x80\x99s next turn, the target begins suffocating and cannot cast spells that require verbal components. The target or another creature can use an action to make a DC 13  Strength  check to pull the crawling hand off, removing it on a successful check. \n'b'\n'b' ABOUT \n'b' Crawling hands are horrid necromantic creations that wander darkened areas, often crypts, in search of living prey to choke the life out of them. Some are made by foul magics that seek to create swarms of lesser minions to guard areas and commit assassinations. Other crawling hands are the result of careless adventurers who hack away at zombies with little regard to the lingering necromantic energies that might reanimate severed parts.'