lordxaviar
Explorer
finnally getting involved... Leeches
put these up a few places...but like the way you all get together and adjust things... so have a look
CR: 1/10;
Sz: Fine Vermin; ; HD: 2d8-2; H p: 7 for swarm or 1 hp each;
Init: +1;
Spd: 1' Swim 10’;
AC: 19 (+1 Dex, +8 size), T: 19, FF: 18;
BaB: +1; Grap: N/A;
Atk: +1 melee (1d4-3 touch plus blood drain); F
ull Atk: ; Spc/Rch: 5"x5";
SA: Attach, Anticoagulant salivary juices, Blood Drain, Panic;
SQ: Tremor-sense;;
SQ: ; ; AL: N;
Sv: F: +3, R: +1, W: 0;
Abil: S: 1/-5, D: 12/+1, C: 10/0, I: -/-, W: 10/0, Ch: 1/-5;
Weapro: ; Skills: Hide +18;
Feats: Weap Finesse (bite);
Equip: ; Loot: ; Possess: ; Holdings: ; Treas: None (but captured & kept alive 80 of them will fetch 1gp;;Tactics: ; RPGL: ; Descrip: ; History: ;
Envir: widespread in marine waters and exist in freshwater and on land in temperate & tropical region; Org: Solitary or plague (2–4 swarms); Org: ; Adv: ; Lv Adj: ; Exp:
Leeches are carnivorous or bloodsucking worms, used widely used by barbers, wise women and other non-magical healers for bloodletting and cleaning wounds. Leeches are flattened ringed worms, from 0.2" to 18" long, with a sucking disk at both ends. Blood ingested by leeches is mixed with salivary juices containing an anticoagulant substance, which can be extracted and used as a serious contact poison that prevents blood clotting Leeches are hermaphroditic and typically lay their eggs in mucous cases known as cocoons. They have a rubbery outer skin and appear brownish black and blend in well with the rotting vegetation and muck in which they dwell.
(DM Tip: Take note of the PCs’ Spot checks and AC before running an encounter with a leech swarm. Record damage dealt by undetected leeches, but do not inform the player of the damage until his or her character notices the attack.)
Combat: Normal leeches don’t attack, so much as feed. They attach to various parts of the body (even getting under clothes) and upon reaching the skin excrete slightly anesthetizing mucus which allows them to bite without being detected. They must be seen to be noticed, but than can be easily removed or killed. Falling on the ground, moving through dense wet foliage, or any sort of stagnant water will give leeches the opportunity to attack, each person getting 1d20 on their person. Leeches will suck blood at 1/8 hit point per round, to a max of 2 hit points, when they are sated, but will not detach voluntarily and will not feed again for a week. If the victim looses 5 or more hit points, they will feel fatigue and wish to rest right then. 10 or more and they will want to sleep.
Anesthetizing mucus (Ex): Leeches have an anesthetic enzyme in their saliva that prevents creatures from feeling its bite. Creatures in the water that are bitten by a leech must make a Spot check, (opposed by the swarms Hide check) Each round of blood drain entitles the creature to another Spot check to notice the leeches, with a cumulative +2 bonus on the check per round after the first. Characters attacked in clear water, or who have some means of detecting the leech swarm without seeing it, notice the attack automatically.
Attach (Ex): If a leech hits an opponent with its touch attack, it has latched on with its suckered mouth and remains attached. An attached leech loses it Dexterity bonus and negates its size bonus to AC (it is AC 10 while attached).
Blood Drain (Ex): Any living creature damaged by a leech swarm also takes 1 point of Constitution damage as the swarm drains its blood. This damage repeats every round thereafter unless the creature successfully exits the swarm and spends a full-round action removing leeches from its body.
Panic: Once the victim notices or is told about them, they make a DC 15 Will Sv or begin ripping off all armor and clothing to remove the parasites. A failed save less than 5 will mean they used a dagger and ruined the armor and clothing in the panic to remove it.
Tremor-sense (Ex): Leeches in the water can automatically detect the presence of anything within 30 feet that is also in contact with the water.
Poison: DC 15 Initial damage 1d6 Con, Secondary damage additional 2hp per round blood loss from wound (edged weapons only). Normal healing will lessen the loss to .5 hp per round. It will last 5 rounds if not magically healed, or treated with garlic. It cannot be allowed to dry or it looses all its properties, thus making it unusable on traps.
Skills: A leech swarm has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
put these up a few places...but like the way you all get together and adjust things... so have a look
CR: 1/10;
Sz: Fine Vermin; ; HD: 2d8-2; H p: 7 for swarm or 1 hp each;
Init: +1;
Spd: 1' Swim 10’;
AC: 19 (+1 Dex, +8 size), T: 19, FF: 18;
BaB: +1; Grap: N/A;
Atk: +1 melee (1d4-3 touch plus blood drain); F
ull Atk: ; Spc/Rch: 5"x5";
SA: Attach, Anticoagulant salivary juices, Blood Drain, Panic;
SQ: Tremor-sense;;
SQ: ; ; AL: N;
Sv: F: +3, R: +1, W: 0;
Abil: S: 1/-5, D: 12/+1, C: 10/0, I: -/-, W: 10/0, Ch: 1/-5;
Weapro: ; Skills: Hide +18;
Feats: Weap Finesse (bite);
Equip: ; Loot: ; Possess: ; Holdings: ; Treas: None (but captured & kept alive 80 of them will fetch 1gp;;Tactics: ; RPGL: ; Descrip: ; History: ;
Envir: widespread in marine waters and exist in freshwater and on land in temperate & tropical region; Org: Solitary or plague (2–4 swarms); Org: ; Adv: ; Lv Adj: ; Exp:
Leeches are carnivorous or bloodsucking worms, used widely used by barbers, wise women and other non-magical healers for bloodletting and cleaning wounds. Leeches are flattened ringed worms, from 0.2" to 18" long, with a sucking disk at both ends. Blood ingested by leeches is mixed with salivary juices containing an anticoagulant substance, which can be extracted and used as a serious contact poison that prevents blood clotting Leeches are hermaphroditic and typically lay their eggs in mucous cases known as cocoons. They have a rubbery outer skin and appear brownish black and blend in well with the rotting vegetation and muck in which they dwell.
(DM Tip: Take note of the PCs’ Spot checks and AC before running an encounter with a leech swarm. Record damage dealt by undetected leeches, but do not inform the player of the damage until his or her character notices the attack.)
Combat: Normal leeches don’t attack, so much as feed. They attach to various parts of the body (even getting under clothes) and upon reaching the skin excrete slightly anesthetizing mucus which allows them to bite without being detected. They must be seen to be noticed, but than can be easily removed or killed. Falling on the ground, moving through dense wet foliage, or any sort of stagnant water will give leeches the opportunity to attack, each person getting 1d20 on their person. Leeches will suck blood at 1/8 hit point per round, to a max of 2 hit points, when they are sated, but will not detach voluntarily and will not feed again for a week. If the victim looses 5 or more hit points, they will feel fatigue and wish to rest right then. 10 or more and they will want to sleep.
Anesthetizing mucus (Ex): Leeches have an anesthetic enzyme in their saliva that prevents creatures from feeling its bite. Creatures in the water that are bitten by a leech must make a Spot check, (opposed by the swarms Hide check) Each round of blood drain entitles the creature to another Spot check to notice the leeches, with a cumulative +2 bonus on the check per round after the first. Characters attacked in clear water, or who have some means of detecting the leech swarm without seeing it, notice the attack automatically.
Attach (Ex): If a leech hits an opponent with its touch attack, it has latched on with its suckered mouth and remains attached. An attached leech loses it Dexterity bonus and negates its size bonus to AC (it is AC 10 while attached).
Blood Drain (Ex): Any living creature damaged by a leech swarm also takes 1 point of Constitution damage as the swarm drains its blood. This damage repeats every round thereafter unless the creature successfully exits the swarm and spends a full-round action removing leeches from its body.
Panic: Once the victim notices or is told about them, they make a DC 15 Will Sv or begin ripping off all armor and clothing to remove the parasites. A failed save less than 5 will mean they used a dagger and ruined the armor and clothing in the panic to remove it.
Tremor-sense (Ex): Leeches in the water can automatically detect the presence of anything within 30 feet that is also in contact with the water.
Poison: DC 15 Initial damage 1d6 Con, Secondary damage additional 2hp per round blood loss from wound (edged weapons only). Normal healing will lessen the loss to .5 hp per round. It will last 5 rounds if not magically healed, or treated with garlic. It cannot be allowed to dry or it looses all its properties, thus making it unusable on traps.
Skills: A leech swarm has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
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