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Giant LeechCreature 2


MediumAmphibiousAnimal
Source Pathfinder Monster Core 2
Perception +5 (tremorsense (imprecise) 30 feet)
Languages none
Skills Athletics +8, Stealth +7
Str +4, Dex +1, Con +3, Int -5, Wis +1, Cha -5

AC 17; Fort +9; Reflex +7; Will +5;
HP 32
Speed 5 feet (swim 20 feet)
Weaknesses Salt 5

Mouth One Action +10 (+5, +0) to hit 1d4+6 Piercing

Tremorsense 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 living creature Grabbed or Restrained


Effect The giant leech drains blood from the creature it has grabbed or restrained. This deals 2d4 piercing damage (DC 18 fortitude save). A creature that takes any damage from having 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 successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


Capable of growing to lengths of nearly 5 feet, giant leeches have circular maws filled with hook-like teeth. They prefer to dwell in stagnant or slow-moving shallow water or in damp, moist undergrowth. Horses and larger animals are their favorite prey, but they won't balk at a chance to latch onto a human- or halfling-sized meal.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.

Animal

An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.