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    The Vorpal Tribble's Avatar

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    Dec 2004
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    Default Re: [Creatures] I'm eating you for your own good.

    Medicinal Leeches

    Fine Vermin Swarm (aquatic)
    Hit Dice: 1d8 (4 hp)
    Initiative: +2
    Speed: Swim 10 ft. (2 squares)
    Armor Class: 21 (+2 dex, +1 natural, +8 size), touch 20, flat-footed 19
    Base Attack/Grapple: +0/-
    Attack: Swarm (1d6)
    Full Attack: Swarm (attach, blood drain)
    Space/Reach: Swarm (attach, blood drain)
    Special Attacks: Anesthetize, attach, blood drain
    Special Qualities: Amphibious, blindsight 10 ft., immunity to weapon damage, scent, vermin traits
    Saves: Fort +2, Ref +2, Will -1
    Abilities: Str 1, Dex 14, Con 11, Int -, Wis 8, Cha 2
    Skills: Hide +18, Swim +3
    Feats: -
    Environment: Domesticated
    Organization: Swarm or Bloodletting (2-5 swarms)
    Challenge Rating: 1
    Treasure: None
    Alignment: Always neutral
    Advancement: -
    Level Adjustment: -

    These appear much as standard leeches, except they are larger and have a light-colored eye spot on their otherwise dark skin. However, within they are much different. These have been bred for hundreds of years from carnivorous leech stock to drain impurities while taking very little in return. They now are easily sated and are attracted specifically to poisons.

    Anesthetize (Ex): A creature who is attached by a swarm must succeed on a Spot check (opposed by the swarm's hide check) to notice the attachment if both the swarm and its target are in murky water at least 2 feet deep. Each 10 minutes of blood drain entitles the target to another Spot check to notice the swarm, with a cumulative +2 bonus on the check per 10 minutes after the first. Those attached to in clear water, or who have some way of detecting the leeches without seeing it, notice it immediately.

    Attach: Those who take damage from a swarm are covered by hundreds of individual leeches and begin blood purification.

    Blood Purification (Ex): Living creatures who begin their turn with attached leeches take 1 point of Constitution damage per ten minutes and their host gain an immediate saving throw against all poisons affecting them. At the end of these ten minutes the poison is cleared out of their body and the leeches drop off, sated. Multiple exposures to the swarm while others are still attached does not deal additional constitution damage. Once the leeches are sated and drop off, and you enter the swarm again, then you take additional damage.
    These leeches may be gathered and 'milked' with a DC 20 heal check to extract a single dose of the poison that they took from the blood.

    Poison Inured (Ex): Medicinal leeches gain a +8 racial bonus to saves against poison, including the poison they siphon using their blood purification ability.

    Skills: Medicinal leeches have a +4 racial bonus on Hide checks. The swarm has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. They can always choose to take 10 on a Swim check, even if distracted or endangered. They can use the run action while swimming, provided they swim in a straight line,

    Celestial Medicinal Leeches
    Medicinal leeches grow naturally within the upper planes, except they do no constitution damage against those they purify and they have complete immunity to poison.
    Last edited by The Vorpal Tribble; 2010-10-01 at 02:33 PM.