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Crawling Hand

Bestiary entry · 675 HP

Crawling Hand is an enemy body with 675 HP, light at weight 0.5. It fights with 1 authored move. It sees 360° ahead and gives chase from 15 m. A kill pays 6 coins.

Swings

The body's entries in the shared attack table — the swings with real frame data. This is not the whole repertoire: transformations, casts, summons and every other behaviour live as states, listed below.
MoveDamageDeliveryHeightActive atReachKnockbackHitstunBlock stunStamina
clamp50meleemid0 s of 0.6 s1.5 m212f (200 ms)14f (233 ms)10

Abilities & behaviour (8)

Every state this body can enter, read off the live instance. A boss's identity lives here rather than in the swing table — Dracula's bat form and his wandless cast are states, not AttackData rows. Descriptions are the programmer's own note at the top of each state.

Offensive (1)

StateWhat it is
ThrownBeing suplexed (combat/pair_throw.gd's victim half): the pair runner owns the body — this state just holds the CharacterBody still (the kept hips tracks fly the rig through the arc), keeps playing whatever p01 clip the runner cues, and reports its own exit so any preemption (a teammate's hit landing — the interrupt rule — or death) frees the thrower into their tech stagger.

Movement, reaction & AI (7)

StateWhat it is
ChaseThe hand's scurry — its hunting locomotion, registered in the "Chase" slot so the shared perception (enemy_idle/enemy_wander route to "chase" on sight) hands off to it.
DeadDeath: no more sink-and-vanish.
HandClampThe face-grab leap, take 3
HurtHit reaction.
IdleThe unaware resting beat.
KnockdownBalance-break knockdown, enemy side.
WanderAimless roaming for when there's no target / the player is lost.

In dungeons

Pool entryPower costWeightPer-tile chanceMax/roomGatesAtmosphere biasPairs with
hand0.80.253%2depth ≥ 3danger 0.5, weird 0.6
Rooms fill a power budget, not a headcount: each body costs its power rating, so two heavy bodies fill a room as fast as five light ones. Per-tile chance is the roll on a tile that has already selected this entry — the effective rate is far lower.

On islands

Power costCommon everywhereComes out at nightClaws out of the ground
0.8Yes
BiomeWeight
Dead0.55
Desert0.65
Jungle0.2
Mangrove0.35
Rocky0.2
Volcanic0.45
it arrives by clawing out of the ground near whoever is ashore.
Full rules: Overworld spawns.

Drops

PayoutAmountNotes
Coins6Always. Scales with max HP.
Gem16%Per kill, multiplied by the killer's luck. Which gem depends on run depth.
Diamond2%Per kill, multiplied by luck and by run depth.
Health orbsup to 40%Only for a hurt killer — the chance rises as the killer's own health falls.

Source

FieldValue
Sceneres://enemies/hand/hand.tscn
Scriptres://enemies/hand/hand.gd
ClassCharacterBody3D
Categories: Bestiary