Leech, Giant

A parasite ballooned to monstrous proportions undulates in the muck, its circular maw a spiral of teeth.
 

Leech, Giant (CR 2)

Medium Vermin (Aquatic)
Alignment: Neutral
Initiative: +1
Senses: Blindsight 30 feet, Scent; Perception +0
  Speed: 5 feet, Swim 20 feet
Space: 5 feet
 

Defense

Armor Class: 11, touch 11, flat-footed 10 (+1 Dex)
Hit Points: 19 (3d8+6)
Saving Throws: Fort +5, Ref +2, Will +1
Immunity: mind-affecting effects
Weaknesses: susceptible to salt
 

Offense

Melee: bite +2 (1d6 plus attach)
Reach: 5 feet
  Special Attacks: Blood Drain
 

Statistics

StrDexConIntWisCha
11 (+0) 12 (+1) 14 (+2) - 10 (+0) 1 (-5)
Base Attack Bonus: +2
CMB +2 (+10 when attached)
CMD 13 (can't be tripped)
  Feats:
  Skills: Stealth +1 (+9 in swamps), Swim +8
  • Racial Modifiers: +8 Stealth in swamps
Languages:
  Special Qualities: Amphibious

 

Special Abilities

Attach (Ex)

When a giant leech hits with a bite attack, it latches onto its target and automatically grapples. The giant leech loses its Dexterity bonus to AC and has an AC of 10, but holds on with great tenacity and automatically inflicts bite damage each round. A giant leech has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached giant leech can be struck with a weapon or grappled itself-if its prey manages to win a grapple check or Escape Artist check against it, the giant leech is removed.

Blood Drain (Ex)

A giant leech drains blood at the end of each turn it is attached, inflicting 1 point of Strength and Constitution damage.

Susceptible to Salt (Ex)

A handful of salt burns a giant leech as if it were a flask of acid, causing 1d6 points of damage per use.
 

Ecology

Environment: Temperate or Warm Marshes
Organization: cluster, pair, or brood (3-6)
Treasure: none

  These invertebrate parasitic relatives of the worm lurk in stagnant or slow-moving water, waiting for a suitable host.