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The Demi-Leech
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<blockquote data-quote="Starglim" data-source="post: 3251208" data-attributes="member: 17011"><p>When I looked up the <a href="http://www.wizards.com/default.asp?x=dnd/re/20040621a" target="_blank">entomanthrope</a> in relation to winter werewolves in <a href="http://www.enworld.org/showthread.php?t=183803" target="_blank">Rules</a>, the idea of shapechanging to vermin immediately suggested something else to me. This is derived from the entomanthrope template on Wizards of the Coast's site (not Open Game Content) and the giant leech from <em>Tome of Horrors</em>, by Scott Greene, based on original material by Gary Gygax (advanced to Large size).</p><p></p><p></p><p>The affliction of the demi-leech, or leechman, arises in distant lands of steaming jungle and swamp. Travellers to such places may carry back the curse to their homelands. This humanoid can transform itself into a gigantic leech or a foul hybrid form. Inexperienced priests may mistake its exsanguinated victims for those of vampires.</p><p></p><p>The skin of a demi-leech in human form appears slick (as if constantly sweating), somewhat bloated and creased, with an olive cast. Its hair progressively thins out, the remaining strands becoming black and greasy. The demi-leech's personality tends to be furtive, predatory and greedy, though this doesn't dictate any particular alignment. A demi-leech enjoys resting amidst foliage and water, dislikes fire and direct sunlight and seldom takes solid food.</p><p></p><p>In hybrid form, the leechman's skin distends into fleshy black segments and its head elongates into an eyeless worm-like form ending in a strong sucker, enclosing a ring of large black teeth.</p><p></p><p><strong>Base Vermin: Giant Leech</strong></p><p>Large Vermin</p><p>Hit Dice: 5d8+15 (38 hp)</p><p>Initiative: +0</p><p>Speed: 5 ft. (1 square), swim 20 ft.</p><p>Armor Class: 12 (+3 natural, -1 size), touch 9, flat-footed 12</p><p>Base Attack/Grapple: +3/+12 (+20 when attached)</p><p>Attack: Bite +7 melee (1d8+5)</p><p>Full Attack: Bite +7 melee (1d8+5)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Attach, blood drain, disease</p><p>Special Qualities: Blindsight 30 ft., salt vulnerability, scent,</p><p>vermin traits</p><p>Saves: Fort +7, Ref +1, Will +1</p><p>Abilities: Str 20, Dex 10, Con 16, Int —, Wis 10, Cha 2</p><p>Skills: —</p><p>Feats: —</p><p></p><p><strong>Base Humanoid: Human Merchant, 3rd Level Aristocrat</strong></p><p>Medium humanoid (human)</p><p>Hit Dice: 3d8+3 (16 hp)</p><p>Initiative: -1</p><p>Speed: 30 ft. (6 squares)</p><p>Armor Class: 12 (+3 studded leather, -1 Dex), touch 9, flat-footed 12</p><p>Base Attack/Grapple: +2/+1</p><p>Attack: Rapier +1 melee (1d6-1)</p><p>Full Attack: Rapier +1 melee (1d6-1)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: -</p><p>Special Qualities: -</p><p>Saves: Fort +2, Ref +0, Will +3</p><p>Abilities: Str 9, Dex 8, Con 12, Int 11, Wis 10, Cha 13</p><p>Skills: Appraise +6, Bluff +10, Diplomacy +11, Handle Animal +4, Knowledge (local) +3, Sense Motive +5, Survival +3</p><p>Feats: Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency, Shield Proficiency, Improved Initiative, Skill Focus (Bluff), Negotiator</p><p></p><p><strong>Demi-Leech, Human Form</strong></p><p>Medium humanoid (human, shapechanger)</p><p>Hit Dice: 3d8+5d8+24 (60 hp)</p><p>Initiative: -1</p><p>Speed: 30 ft. (6 squares)</p><p>Armor Class: 14 (+3 studded leather, +2 natural, -1 Dex), touch 9, flat-footed 14</p><p>Base Attack/Grapple: +5/+5</p><p>Attack: Rapier +5 melee (1d6)</p><p>Full Attack: Rapier +5 melee (1d6)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: -</p><p>Special Qualities: Alternate form, blindsight 30 feet, entomanthropic command (leeches, 16 hit dice), immune to mind-affecting effects</p><p>Saves: Fort +6, Ref +1, Will +5</p><p>Abilities: Str 11, Dex 8, Con 12, Int 9, Wis 12, Cha 13</p><p>Skills: Appraise +4, Bluff +9, Diplomacy +10, Handle Animal +3, Knowledge (local) +1, Sense Motive +5, Survival +4, Hide +1 (+9 in warm forest or warm marsh)*, Swim +11</p><p>Feats: Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency, Shield Proficiency, Improved Initiative, Skill Focus (Bluff), Negotiator</p><p>Environment: Warm forest or warm marsh</p><p>Organisation: Solitary</p><p>Challenge Rating: 5</p><p>Treasure: Standard</p><p>Alignment: Neutral</p><p>Advancement: By character class</p><p></p><p><strong>Demi-Leech, Hybrid Form</strong></p><p>Medium humanoid (human, shapechanger)</p><p>Hit Dice: 3d8+5d8+24 (60 hp)</p><p>Initiative: -1</p><p>Speed: 30 ft. (6 squares), swim 20 ft. (4 squares)</p><p>Armor Class: 14 (+3 studded leather, +2 natural, -1 Dex), touch 9, flat-footed 14</p><p>Base Attack/Grapple: +5/+10 (+18 when attached)</p><p>Attack: Rapier +10 melee (1d6+5)</p><p>Full Attack: Rapier +10 melee (1d6+5) and bite +10 melee (1d6+5 plus attach, blood drain, disease)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Attach, blood drain, disease</p><p>Special Qualities: Alternate form, damage reduction 5/silver, blindsight 30 feet, entomanthropic command (leeches, 16 hit dice), immune to mind-affecting effects, salt vulnerability</p><p>Saves: Fort +9, Ref +1, Will +5</p><p>Abilities: Str 21, Dex 8, Con 18, Int 9, Wis 12, Cha 13</p><p>Skills: Appraise +4, Bluff +9, Diplomacy +10, Handle Animal +3, Knowledge (local) +1, Sense Motive +5, Survival +4, Hide +1 (+9 in warm forest or warm marsh)*, Swim +16</p><p>Feats: Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency, Shield Proficiency, Improved Initiative, Skill Focus (Bluff), Negotiator</p><p>Environment: Warm forest or warm marsh</p><p>Organisation: Solitary</p><p>Challenge Rating: 5</p><p>Treasure: Standard</p><p>Alignment: Neutral</p><p>Advancement: By character class</p><p></p><p><strong>Demi-Leech, Giant Leech Form</strong></p><p>Large humanoid (human, shapechanger)</p><p>Hit Dice: 3d8+5d8+24 (60 hp)</p><p>Initiative: -1</p><p>Speed: 5 ft. (1 square), swim 20 ft. (4 squares)</p><p>Armor Class: 11 (+2 natural, -1 size, -1 Dex), touch 8, flat-footed 11</p><p>Base Attack/Grapple: +5/+14 (+22 when attached)</p><p>Attack: Bite +9 melee (1d8+5 plus attach, blood drain, disease)</p><p>Full Attack: Bite +9 melee (1d8+5 plus attach, blood drain, disease)</p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: Attach, blood drain, disease</p><p>Special Qualities: Alternate form, damage reduction 5/silver, blindsight 30 feet, entomanthropic command (leeches, 16 hit dice), immune to mind-affecting effects, salt vulnerability</p><p>Saves: Fort +9, Ref +1, Will +5</p><p>Abilities: Str 21, Dex 8, Con 18, Int 9, Wis 12, Cha 13</p><p>Skills: Appraise +4, Bluff +9, Diplomacy +10, Handle Animal +3, Knowledge (local) +1, Sense Motive +5, Survival +4, Hide +1 (+9 in warm forest or warm marsh)*, Swim +16</p><p>Feats: Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency, Shield Proficiency, Improved Initiative, Skill Focus (Bluff), Negotiator</p><p>Environment: Warm forest or warm marsh</p><p>Organisation: Solitary</p><p>Challenge Rating: 5</p><p>Treasure: Standard</p><p>Alignment: Neutral</p><p>Advancement: By character class</p><p></p><p><em>Alternate Form (Su):</em> A leechman can assume the form of a Large giant leech as if using a <em>polymorph</em> spell on itself, though its gear is not affected, it can maintain the new form indefinitely, and it does not gain hit points for changing form. It adds the physical ability score modifiers to the scores of the base creature rather than gaining the base vermin's physical ability scores. </p><p>A leechman can also assume a bipedal hybrid form with two humanoid arms and legs and the head of a giant leech.</p><p>Changing forms is a standard action. (See Lycanthropy as an Affliction in the <em>Monster Manual</em> for information about afflicted entomanothropes controlling their change.)</p><p><em>Damage Reduction (Ex):</em> A demi-leech in vermin or hybrid form has damage reduction 5/silver.</p><p><em>Entomanothropic Command (Su):</em> In any form, a demi-leech can command leeches of any size as if using a <em>command undead </em> spell on mindless undead. This ability affects 2 Hit Dice of leeches per Hit Die of the demi-leech, and it lasts for 1 hour.</p><p><em>Entomanothropic Immunities (Ex):</em> A leechman has immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) in any form.</p><p><em>Attach (Ex):</em> If a demi-leech in hybrid or vermin form hits with a bite attack, it latches onto the opponent’s body. An attached demi-leech is effectively grappling its prey. The demi-leech loses its Dexterity bonus to AC and has an AC of 10, but holds on with great tenacity. Demi-leeches in hybrid or vermin form have a +8 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).</p><p>An attached demi-leech can be struck with a weapon or grappled itself. To remove an attached demi-leech through grappling, the opponent must achieve a pin against the demi-leech.</p><p><em>Blood Drain (Ex):</em> A leechman drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 4 points of Constitution damage, it can only drain 1d2 points of Constitution per round and usually detaches.</p><p><em>Disease (Ex):</em> This demi-leech carries disease:</p><p>Filth Fever—bite, Fortitude DC 17, incubation period 1d3 days; damage 1d3 Dexterity and 1d3 Constitution (see “Disease” in the <em>DMG</em>).</p><p><em>Blindsight (Ex):</em> A leechman in hybrid or vermin form has no visual organs. In all forms, the leechman can ascertain all foes within 30 feet using scent and vibration.</p><p><em>Salt Vulnerability (Ex):</em> A demi-leech in hybrid or vermin form takes 1d4 points of damage per pound of salt poured on its body.</p><p><em>Skills:</em> A demi-leech in hybrid or vermin form has a +8 racial bonus on any Swim check to perform some 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. Demi-leeches use either their Strength or Dexterity modifier for Swim checks, whichever is higher.</p><p>*Demi-leeches have a +8 racial bonus on Hide checks in their natural environment.</p></blockquote><p></p>
[QUOTE="Starglim, post: 3251208, member: 17011"] When I looked up the [URL=http://www.wizards.com/default.asp?x=dnd/re/20040621a]entomanthrope[/URL] in relation to winter werewolves in [URL=http://www.enworld.org/showthread.php?t=183803]Rules[/URL], the idea of shapechanging to vermin immediately suggested something else to me. This is derived from the entomanthrope template on Wizards of the Coast's site (not Open Game Content) and the giant leech from [I]Tome of Horrors[/I], by Scott Greene, based on original material by Gary Gygax (advanced to Large size). The affliction of the demi-leech, or leechman, arises in distant lands of steaming jungle and swamp. Travellers to such places may carry back the curse to their homelands. This humanoid can transform itself into a gigantic leech or a foul hybrid form. Inexperienced priests may mistake its exsanguinated victims for those of vampires. The skin of a demi-leech in human form appears slick (as if constantly sweating), somewhat bloated and creased, with an olive cast. Its hair progressively thins out, the remaining strands becoming black and greasy. The demi-leech's personality tends to be furtive, predatory and greedy, though this doesn't dictate any particular alignment. A demi-leech enjoys resting amidst foliage and water, dislikes fire and direct sunlight and seldom takes solid food. In hybrid form, the leechman's skin distends into fleshy black segments and its head elongates into an eyeless worm-like form ending in a strong sucker, enclosing a ring of large black teeth. [B]Base Vermin: Giant Leech[/B] Large Vermin Hit Dice: 5d8+15 (38 hp) Initiative: +0 Speed: 5 ft. (1 square), swim 20 ft. Armor Class: 12 (+3 natural, -1 size), touch 9, flat-footed 12 Base Attack/Grapple: +3/+12 (+20 when attached) Attack: Bite +7 melee (1d8+5) Full Attack: Bite +7 melee (1d8+5) Space/Reach: 5 ft./5 ft. Special Attacks: Attach, blood drain, disease Special Qualities: Blindsight 30 ft., salt vulnerability, scent, vermin traits Saves: Fort +7, Ref +1, Will +1 Abilities: Str 20, Dex 10, Con 16, Int —, Wis 10, Cha 2 Skills: — Feats: — [B]Base Humanoid: Human Merchant, 3rd Level Aristocrat[/B] Medium humanoid (human) Hit Dice: 3d8+3 (16 hp) Initiative: -1 Speed: 30 ft. (6 squares) Armor Class: 12 (+3 studded leather, -1 Dex), touch 9, flat-footed 12 Base Attack/Grapple: +2/+1 Attack: Rapier +1 melee (1d6-1) Full Attack: Rapier +1 melee (1d6-1) Space/Reach: 5 ft./5 ft. Special Attacks: - Special Qualities: - Saves: Fort +2, Ref +0, Will +3 Abilities: Str 9, Dex 8, Con 12, Int 11, Wis 10, Cha 13 Skills: Appraise +6, Bluff +10, Diplomacy +11, Handle Animal +4, Knowledge (local) +3, Sense Motive +5, Survival +3 Feats: Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency, Shield Proficiency, Improved Initiative, Skill Focus (Bluff), Negotiator [B]Demi-Leech, Human Form[/B] Medium humanoid (human, shapechanger) Hit Dice: 3d8+5d8+24 (60 hp) Initiative: -1 Speed: 30 ft. (6 squares) Armor Class: 14 (+3 studded leather, +2 natural, -1 Dex), touch 9, flat-footed 14 Base Attack/Grapple: +5/+5 Attack: Rapier +5 melee (1d6) Full Attack: Rapier +5 melee (1d6) Space/Reach: 5 ft./5 ft. Special Attacks: - Special Qualities: Alternate form, blindsight 30 feet, entomanthropic command (leeches, 16 hit dice), immune to mind-affecting effects Saves: Fort +6, Ref +1, Will +5 Abilities: Str 11, Dex 8, Con 12, Int 9, Wis 12, Cha 13 Skills: Appraise +4, Bluff +9, Diplomacy +10, Handle Animal +3, Knowledge (local) +1, Sense Motive +5, Survival +4, Hide +1 (+9 in warm forest or warm marsh)*, Swim +11 Feats: Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency, Shield Proficiency, Improved Initiative, Skill Focus (Bluff), Negotiator Environment: Warm forest or warm marsh Organisation: Solitary Challenge Rating: 5 Treasure: Standard Alignment: Neutral Advancement: By character class [B]Demi-Leech, Hybrid Form[/B] Medium humanoid (human, shapechanger) Hit Dice: 3d8+5d8+24 (60 hp) Initiative: -1 Speed: 30 ft. (6 squares), swim 20 ft. (4 squares) Armor Class: 14 (+3 studded leather, +2 natural, -1 Dex), touch 9, flat-footed 14 Base Attack/Grapple: +5/+10 (+18 when attached) Attack: Rapier +10 melee (1d6+5) Full Attack: Rapier +10 melee (1d6+5) and bite +10 melee (1d6+5 plus attach, blood drain, disease) Space/Reach: 5 ft./5 ft. Special Attacks: Attach, blood drain, disease Special Qualities: Alternate form, damage reduction 5/silver, blindsight 30 feet, entomanthropic command (leeches, 16 hit dice), immune to mind-affecting effects, salt vulnerability Saves: Fort +9, Ref +1, Will +5 Abilities: Str 21, Dex 8, Con 18, Int 9, Wis 12, Cha 13 Skills: Appraise +4, Bluff +9, Diplomacy +10, Handle Animal +3, Knowledge (local) +1, Sense Motive +5, Survival +4, Hide +1 (+9 in warm forest or warm marsh)*, Swim +16 Feats: Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency, Shield Proficiency, Improved Initiative, Skill Focus (Bluff), Negotiator Environment: Warm forest or warm marsh Organisation: Solitary Challenge Rating: 5 Treasure: Standard Alignment: Neutral Advancement: By character class [B]Demi-Leech, Giant Leech Form[/B] Large humanoid (human, shapechanger) Hit Dice: 3d8+5d8+24 (60 hp) Initiative: -1 Speed: 5 ft. (1 square), swim 20 ft. (4 squares) Armor Class: 11 (+2 natural, -1 size, -1 Dex), touch 8, flat-footed 11 Base Attack/Grapple: +5/+14 (+22 when attached) Attack: Bite +9 melee (1d8+5 plus attach, blood drain, disease) Full Attack: Bite +9 melee (1d8+5 plus attach, blood drain, disease) Space/Reach: 10 ft./5 ft. Special Attacks: Attach, blood drain, disease Special Qualities: Alternate form, damage reduction 5/silver, blindsight 30 feet, entomanthropic command (leeches, 16 hit dice), immune to mind-affecting effects, salt vulnerability Saves: Fort +9, Ref +1, Will +5 Abilities: Str 21, Dex 8, Con 18, Int 9, Wis 12, Cha 13 Skills: Appraise +4, Bluff +9, Diplomacy +10, Handle Animal +3, Knowledge (local) +1, Sense Motive +5, Survival +4, Hide +1 (+9 in warm forest or warm marsh)*, Swim +16 Feats: Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency, Shield Proficiency, Improved Initiative, Skill Focus (Bluff), Negotiator Environment: Warm forest or warm marsh Organisation: Solitary Challenge Rating: 5 Treasure: Standard Alignment: Neutral Advancement: By character class [I]Alternate Form (Su):[/I] A leechman can assume the form of a Large giant leech as if using a [I]polymorph[/I] spell on itself, though its gear is not affected, it can maintain the new form indefinitely, and it does not gain hit points for changing form. It adds the physical ability score modifiers to the scores of the base creature rather than gaining the base vermin's physical ability scores. A leechman can also assume a bipedal hybrid form with two humanoid arms and legs and the head of a giant leech. Changing forms is a standard action. (See Lycanthropy as an Affliction in the [I]Monster Manual[/I] for information about afflicted entomanothropes controlling their change.) [I]Damage Reduction (Ex):[/I] A demi-leech in vermin or hybrid form has damage reduction 5/silver. [I]Entomanothropic Command (Su):[/I] In any form, a demi-leech can command leeches of any size as if using a [I]command undead [/I] spell on mindless undead. This ability affects 2 Hit Dice of leeches per Hit Die of the demi-leech, and it lasts for 1 hour. [I]Entomanothropic Immunities (Ex):[/I] A leechman has immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) in any form. [I]Attach (Ex):[/I] If a demi-leech in hybrid or vermin form hits with a bite attack, it latches onto the opponent’s body. An attached demi-leech is effectively grappling its prey. The demi-leech loses its Dexterity bonus to AC and has an AC of 10, but holds on with great tenacity. Demi-leeches in hybrid or vermin form have a +8 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above). An attached demi-leech can be struck with a weapon or grappled itself. To remove an attached demi-leech through grappling, the opponent must achieve a pin against the demi-leech. [I]Blood Drain (Ex):[/I] A leechman drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 4 points of Constitution damage, it can only drain 1d2 points of Constitution per round and usually detaches. [I]Disease (Ex):[/I] This demi-leech carries disease: Filth Fever—bite, Fortitude DC 17, incubation period 1d3 days; damage 1d3 Dexterity and 1d3 Constitution (see “Disease” in the [I]DMG[/I]). [I]Blindsight (Ex):[/I] A leechman in hybrid or vermin form has no visual organs. In all forms, the leechman can ascertain all foes within 30 feet using scent and vibration. [I]Salt Vulnerability (Ex):[/I] A demi-leech in hybrid or vermin form takes 1d4 points of damage per pound of salt poured on its body. [I]Skills:[/I] A demi-leech in hybrid or vermin form has a +8 racial bonus on any Swim check to perform some 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. Demi-leeches use either their Strength or Dexterity modifier for Swim checks, whichever is higher. *Demi-leeches have a +8 racial bonus on Hide checks in their natural environment. [/QUOTE]
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