33 lines
1.9 KiB
Markdown
33 lines
1.9 KiB
Markdown
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# Clockwork Leech
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*Medium* *Construct* *neutral*
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- **Armor Class:** 13 (natural armor)
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- **Hit Points:** 45 (6d8+18)
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- **Speed:** walk 30 ft. swim 60 ft.
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- **Challenge Rating:** 1 (200 XP)
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- **Source:** Tome of Beasts 2, page 66
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 14 (+2) | 12 (+1) | 17 (+3) | 3 (-4) | 10 (+0) | 7 (-2) |
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- **Skills:** perception +2, stealth +3
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- **Damage Immunities:** poison, psychic
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- **Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
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- **Senses:** darkvision 60 ft., passive Perception 12
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- **Languages:** —
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### Special Abilities
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- **Anesthetizing Bite:** When the clockwork leech successfully bites a creature, the creature must succeed on a DC 13 Wisdom (Perception) check to notice the bite. If the leech remains attached to the target, the target can repeat this check at the start of each of its turns.
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- **Immutable Form:** The clockwork leech is immune to any spell or effect that would alter its form.
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- **Magic Resistance:** The clockwork leech has advantage on saving throws against spells and other magical effects.
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### Actions
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- **Bite:** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the clockwork leech attaches to the target. While attached, the leech doesn't attack. Instead, at the start of each of the clockwork leech's turns, the target loses 5 (1d6 + 2) hp due to blood loss, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the leech's next turn. The clockwork leech can detach itself by spending 5 feet of its movement. It does so after it drains 10 hp of blood from its target or the target dies. A creature, including the target, can use its action to detach the leech by succeeding on a DC 10 Strength check.
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- **Tail:** Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.
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