Monday, January 3, 2011

General Rules: Monsters - Giant Leech

Giant Leech (from Wrath & Rage: A Guidebook to Orcs and Half-Orcs)
Large Vermin

Hit Dice: 4d8 (18 hit points)
Initiative: +2
Speed: 20 feet, swim 40 feet
Armor Class: 11 (-1 size, +2 Dexterity); touch 11, flat-footed 9
BAB/Grapple: +3/+8
Attack: Bite +3 melee (1d8+1, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +3 melee (1d8+1, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 10 feet/5 feet
Special Attacks: Attach, blood drain
Special Qualities: Darkvision 60 feet, amorphous, amphibious, fire vulnerability, half-damage, vermin traits
Saves: Fortitude +4, Reflex +3, Will +1
Abilities: Str 13, Int -, Wis 10, Dex 15, Con 10, Cha 9
Skills: Hide +2, Listen +3, Move Silently +7, Spot +3
Feats: -
Environment: Temperate and warm marsh and aquatic
Organization: Swarm (2 - 6) or nest (6 - 11)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5 - 8 Hit Dice (Large); 9 - 12 (Huge)

These hideous bloodsucker infest brackish swaps and lakes. Unlike their smaller cousins, these monsters can breathe air and hunt on dry land if aquatic pickings are slim.

Savage humanoids do not train or domesticate these vile creatures, but they are common in the ruined, war-ravaged areas that such beings claim as their own. In at least one case, a remote tribe has come to worship giant leeches, sacrificing their old and sick to particularly large specimens.

These giant vermin, though mindless and uncontrollable, are useful enough as guard creatures around a savage humanoid settlement. They thrive in the foul environment associated with savage humanoids and are excellent deterrents to would-be intruders.

Giant leeches attack whenever hungry or threatened. A giant leech lies in wait, relying on its dark coloration to avoid notice, then attacks with its razor-edged bite and attempts to suck the blood from its victim.

Attach (Ex): A giant leech that hits with its bite attack latches onto the opponent's body with its suctioning mouth. An attacked giant leech loses its Dexterity bonus to Armor Class and this has an Armor Class of 9.

Blood Drain (Ex): A giant leech drains blood for 2d6 points of temporary Constitution damage each round it remains attached.

Amphibious (Ex): Although giant leeches normally breathe water, they can survive indefinitely on land.

Fire Vulnerability (Ex): A giant leech takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it.

Amorphous (Ex): Giant leeches have shapeless bodies and are not subject to critical hits or sneak attacks.

Half-Damage (Ex): Any nonmagical attack against a giant leech, including damage inflicted by magic weapons deals only half damage.

Vermin: Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Skills: Because of its ink-black hide, a giant leech receives a +4 racial bonus to Hide at night and other dark environments.

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