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Squelching Leech

Squelching Leeches

Tiny swarm, any
Armor Class: 10
Hit Points: 5d8-5
Speed: 5 ft , burrow: 5 ft , swim: 20 ft , climb: 5 ft

STR

10 +0

DEX

10 +0

CON

8 -1

INT

1 -5

WIS

9 -1

CHA

3 -4

Skills: Stealth +2
Damage Vulnerabilities: Salt (acid)
Damage Resistances: bludgeoning, piercing, slashing
Condition Immunities: blinded, charmed, frightened, grappled, paralyzed, petrified, prone, restrained, prone
Senses: Blindsight 30ft (blind beyond this radius)   Passive Perception 9
Languages: None
Challenge Rating: 0

Amphibious. The leeches can breathe air and water.
Salt Susceptibility. For every handful of salt thrown on the swarm, it takes 3 (1d6) acid damage.   Swamp Camouflage. The swarm has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.   Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny leech. The swarm can't regain hit points or gain temporary hit points.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 0 ft., one creature in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer, and the swarm attaches to the target. While attached, the swarm doesn't attack. Instead, at the start of each of the swarm's turns, the target loses 10 (4d4) hit points due to blood loss, or 5 (2d4) if the swarm has half its hit points or fewer. The swarm can detach itself by spending 5 feet of its movement. It does so after it drains 20 hit points of blood from the target or the target dies.

Parasitic and predatory blood-drinking worms with soft, muscular, segmented bodies that can lengthen and contract.

Suggested Environments

Swampland


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