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Alchemy-Gorged Giant LeechCreature 1


RareNMediumAmphibiousAnimal
Source Pathfinder Bounty 17: Sodden Stories
Perception +3 (tremorsense 30 feet)
Languages none
Skills Athletics +6, Stealth +5
Str +4, Dex +1, Con +3, Int -5, Wis +1, Cha -5

AC 15; Fort +7; Reflex +5; Will +3;
HP 22
Speed 15 feet (swim 30 feet)
Weaknesses Salt 5

Mouth One Action +8 (+3, -2) to hit 1d4+4 Piercing

Tremorsense (Imprecise) 30 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Blood Drain One Action

Requirements The giant leech has a creature grabbed or restrained


Effect The giant leech drains blood from the creature it has grabbed. This deals 2d4 damage. A creature that has its blood drained by a giant leech is Drained 1 until it receives any kind or amount of healing.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.