Clutch Wallcrawler by Matt Tougas
Medium-size Aberration
Hit Dice: 4d8+8 (26 hp)
Initiative: +3 (+3 Dex)
Speed: 40 ft.
AC: 19 (+3 Dex, +6 natural)
Attacks: 2 slam +8 melee
Damage: Slam 1d8+5
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Constrict, improved grab
Special Qualities: Dimension door 3/day, tremorsense, spider climb (continuous)
Saves: Fort +3, Ref +4, Will +4
Abilities: Str 21, Dex 16, Con 14, Int 4, Wis 10, Cha 6
Skills: Jump +8, Move Silently +7, Hide +7

Environment: Any underground
Organization: Solitary, Pair, or Bunch (2-5)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral evil
Advancement: 5-8 HD (Medium-size); 9-12 HD (Large)


The bane of most dungeon crawlers, Clutch Wallcrawlers feircly protect their territory and/or their master's treasures. With the ability to scurry about on walls and ceilings, wallcrawlers protect their territory by simply picking them up and moving them away.

Clutch Wallcrawlers were originally seen in The Legend of Zelda: Ocarina of Time.

Clutch Wallcrawlers resemble large disembodied hands. They roam the walls and ceilings of dungeons, hiding in the shadows waiting to pounce on unsuspecting victems.

Wallcrawlers are attracted to power and loyal to those who give them safe and dark hunting grounds. Therefor they are frequently employed by evil wizards and despots to patrol and defend their dungeons and temples.

Very little is known about wallcrawlers. It is unknown what they eat, if they sleep, how they reproduce, or anything else. They are true oddities.

Combat
Clutch Wallcrawlers rarely leave their designated areas unless ordered to patrol. The prefer to lie in wait, snug hidden in a dark corner until unsuspecting victems come in range at which point the will drop down grabbing their prey and wisk them away, ussually back to the entrance of the dungeon, or in it's master's cells.

If there are more than one interloper per wallcrawler they will attempt to kill or push them back is nome way. A wall crawler need only walk of three of it's five

Aberrations have darkvision with a range of 60 feet.

Constrict: When a Clutch Wallcrawler hits with a successful grapple attack it squeezes and constricts it's victem dealing 2d6+5 damage per round.

Improved Grab: To use this ability, the clutch wallcrawler must hit with it's slam attack. If it gets a hold, it can constrict.

Tremorsense: Clutch Wallcrawlers can automatically sense the location of anything within 60 feet that is in contact with the ground, walls or ceiling.

Spider Climb: Wallcrawlers have contiuous spider climb and can walk at it's base speed on any solid surface.

Dimension Door: Three times per day a Clutch Wallcrawler can use the spell Dimension Door as cast by a tenth level sorcerer. The wallcrawler may also travel with anything it is grappling with not weighing over 500lbs.

Society

This creature has not yet been play tested.
This is not a kender type creature.

 



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