# Clockwork Leech *Medium* *Construct* *neutral* - **Armor Class:** 13 (natural armor) - **Hit Points:** 45 (6d8+18) - **Speed:** walk 30 ft. swim 60 ft. - **Challenge Rating:** 1 (200 XP) - **Source:** Tome of Beasts 2, page 66 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 14 (+2) | 12 (+1) | 17 (+3) | 3 (-4) | 10 (+0) | 7 (-2) | - **Skills:** perception +2, stealth +3 - **Damage Immunities:** poison, psychic - **Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned - **Senses:** darkvision 60 ft., passive Perception 12 - **Languages:** — ### Special Abilities - **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. - **Immutable Form:** The clockwork leech is immune to any spell or effect that would alter its form. - **Magic Resistance:** The clockwork leech has advantage on saving throws against spells and other magical effects. ### Actions - **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. - **Tail:** Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.