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<title>Clockwork Leech</title>
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<body>
<h1>Clockwork Leech</h1>
<p><em>Medium</em> <em>Construct</em> <em>neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 13 (natural armor)</li>
<li><strong>Hit Points:</strong> 45 (6d8+18)</li>
<li><strong>Speed:</strong> walk 30 ft. swim 60 ft.</li>
<li><strong>Challenge Rating:</strong> 1 (200 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 66</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>14 (+2)</td>
<td>12 (+1)</td>
<td>17 (+3)</td>
<td>3 (-4)</td>
<td>10 (+0)</td>
<td>7 (-2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +2, stealth +3</li>
<li><strong>Damage Immunities:</strong> poison, psychic</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, paralyzed, petrified, poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 12</li>
<li><strong>Languages:</strong></li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Anesthetizing Bite:</strong> 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.</li>
<li><strong>Immutable Form:</strong> The clockwork leech is immune to any spell or effect that would alter its form.</li>
<li><strong>Magic Resistance:</strong> The clockwork leech has advantage on saving throws against spells and other magical effects.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Bite:</strong> 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.</li>
<li><strong>Tail:</strong> Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.</li>
</ul>
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