Leechwalker, AwakenedHD: d12Level | BaB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +0 | Leech Body, Leech Grab, Wounding, +2 Str |
2 | +2 | +3 | +0 | +0 | Blood Drink, Vermin Hide, +1 Str |
3 | +3 | +3 | +1 | +1 | All Around Vision, Parasite Pass, +1 Con |
4 | +4 | +4 | +1 | +1 | Feeding Constriction, Vermin Hide, +1 Str |
5 | +5 | +4 | +1 | +1 | Sucking Attachment, +1 Con |
6 | +6 | +5 | +2 | +2 | Hirudin, Vermin Hide, +1 Str |
7 | +7 | +5 | +2 | +2 | Parasite Vomit, +1 Con |
8 | +8 | +6 | +2 | +2 | Fresh Blood, Vermin Hide,+1 Str, +1 Con |
9 | +9 | +6 | +3 | +3 | Squirm, Bloodletting, +1 Str, +1 Con |
10 | +10 | +7 | +3 | +3 | Straight for the Kill, Vermin Hide, +1 Str, +1 Con |
Skills: 2+int modifier, quadruple at first level. Class skills are Balance, Hide, Listen, Move Silently, Profession(any), Search, Spot, Survival, and Swim.
Proficiencies: Leechwalkers are proficient only with their natural weapons.
FeaturesLeech Body: The Leechwalker loses all other racial traits and bonuses and
gains vermin traits (Basically immunity to mind affecting effects and darkvision 60 feet) except that it retains an Int score. It is a medium sized vermin with a base speed of 30 feet plus a swim speed of 20 feet. It has two natural rake attacks dealing 1d8+str mod damage each. It can attack with both of them as a standard action or at the end of a charge whitout penalty on the attack rolls.
It also gains a natural armor bonus equal to its Con modifier.
Leech Grab: If the Leechwalker hit an opponent with a tentacle rake attack, it deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity.
Wounding: A wound resulting from a leechwalker's tentacle rake attack bleeds for an additional 1 point of damage per round thereafter. Multiple wounds from such attacks stack. The bleeding can be stopped only by a successful Heal check (DC 10+HD+Str mod) as a standard action or the application of a healing spell. At 4 HD and every 4 HD thereafter the wounding damage increases by 1.
Ability score increases: The Leechwalker gains a permanent +2 to Str at first level and then
+1 to Str at levels 2, 4, 6, 8, 9, 10
+1 to Con at levels 3, 5, 7 , 8, 9, 10
For a total of +8 Str, +6 Con at 10th level.
Vermin Hide: At levels 2, 4, 6, 8 and 10 pick one of the following options. Each can only be taken once unless noticed otherwise.
-Take half damage from bludgeoning attacks.
-Immunity to subdual damage.
-Immunity to ability damage (can be taken twice to give immunity to ability drain too)
-Immunity to death from massive damage.
Blood Drink: At 2nd level the leechwalker can drink the blood from a grabbed victim with a successful grapple check. This attack deals 1d3 points of Constitution Drain.
At 6 HD it deals 1d6 Constitution Drain.
At 10 HD it deals 2d4 Constitution Drain.
At 14 HD it deals 2d6 Constitution Drain.
At 18 HD it deals 3d6 Constitution Drain.
All Around Vision: At 3rd level the Leechwalker can see in all directions at once. Because of this ability, it gains a racial bonus on Search and Spot checks equal to 1+ ½ HD and cannot be flanked.
Parasite Pass: At 3rd level as a swift action the Leechwalker can fling some of the leeches over its body at a target whitin 20 feet per HD. If it hits as a ranged touch attack, it deals Blood Drink on the target. The victim can choose to start pulling away the leeches right away, in which case it suffers no Blood Drink but loses their next move action. Flying creatures that lose their move action this way fall to the ground as they lose their balance.
Feeding Constrict: At 4th level each successful grapple check from the Leechwalker automatically deals tentacle rake and blood drink damage. If the victim is no more than one size smaller than the Leechwalker, it heals 5 HP for each point of Con drained. Any excess HP gained this way becomes temp HP that lasts 1 minute, up to 50% of its max HP.
Sucking Attachment:At 5th level the Leechwalker ignores Freedom of Movement effects on its targets, and if they teleport, the leechwalker goes with them. In addition now it can try to grapple creatures of any size, and even if it fails the grapple check, it can choose to remain attached. In that case the victim doesn't count as grappled, but the Leechwalker does. The victim suffers half Blood Drain damage each turn this lasts, and the leechwalker is dragged around if the victim moves. The leechwalker only lets go if it wills it, is killed, or takes fire damage and fails on a Fort save with DC equal to the fire damage dealt.
Hirudin: Leeches produce an highly effective anticoagulant. At level 6 the Leechwalker's tentacle rakes ignore regeneration and disable fast any healing on the target for 1 round.
Parasite Vomit: At level 7 as a standard action the Leechwalker can unleash a torrent of leeches that affect all in a line with 10 feet per HD that deals 1d4 slashing and bludgeoning damage per HD plus affects the victims as if they were hit by Parasite Pass unless they suceed on a reflex save with DC 10+1/2 HD+Con mod (that also halves the damage taken). Once used, the leechwalker needs to wait 1d4 turns before being able to use it again.
Fresh Blood: At level 8 the Leechwalker gains a +2 bonus on grapple checks for each 10% of max HP the target is missing, plus +1 for each point of drained Con the victim has.
Squirm: At level 9 the Leechwalker can pass trough any opening big enough for a regular leech to pass trough,and if it would suffer any ill effect with a duration other than permanent or death, while it has temp HP, as an immediate action it may choose to sacrifice all of its remaining temp HP to ignore that ill effect and use Parasite Vomit (if it isn't currently recharging).
Bloodletting: At 9th level the Leechwalker can use his blood drain in a more benign manner, and remove one ill effect with a duration other than permanent or death from the victim for each point of drained Con.
Straight for the Kill: At 10th level as a move action the Leechwalker can focus its thirst on a single target, making its tentacle rake and parasite pass ignore all miss chances on said target, plus double its Wounding damage against the victim. The leechwalker automatically ignores the first non-permanent ill effect the victim tries to inflict on the leechwalker each round. Only one such selected victim may be selected at a time, choosing a second one ends the effect on the previous. In addition now its abilities can now deal half Con drain to enemies immune to it, or half the amount in Wis drain to enemies whitout Con scores at all.
Yet another "grab heroes and suck them dry" monster. Lost count of how many of those there are in D&D.
What makes the leechwalker more interesting however is that it is:
1- A vermin. Or a whole mass of them working togheter. Or a mass of them over a bigger central vermin it seems.
2-It doesn't have super bloated stats. Medium size. 12 AC. No stat over 18. At CR 10. OH GODS IT'S A TIME TRAVELING MONSTER FROM D&D
5e NEXT!!
Well, anyway this was once again "fill the blanks in" as the basic monster is pretty straightforward. Went around with the whole vital fluids aspect, throwing leeches at people to slow them down so you can drain them, healing yourself from drinking, and the ultimate of "choose one victim and focus fire on it while shrugging off whatever it throws at you".
Thus the leechwalker gets a nice array of immunities and some combat tricks, making for a pretty straightforward brute frontline monster. And if it gets close enough, it won't let go unless you kill it or have some fire handy.
So if you want to play a walking, sucking parasite colony, the leechwalker's for you!