daggaz
2006-11-29, 08:04 PM
Am running my first game, and I wanted some nasty beasties for a pit trap, but was surprised not to find them in the monster manual, so I tried myself...
I used the nasty things from King Kong as inspiration (that scene was SO sick).
A Monstrous Leech
Medium Vermin
Hit Dice: 2d6+2
Initiative: -2 (dex)
Speed: 10 ft, climb 0 ft -unless there are places it can squeeze its body into for a hold, in which case 10 ft.
AC: 10 (-1 dex, +1 natural)
Attacks: Bite -1 melee
Damage: Bite 1d6-1
Face/Reach: 5 ft. by 5 ft./5 ft. (8 ft. max, but will generally move in first)
Special Attack: Improved grab, Engulf
Sp. Qualitites: vermin, damage reduction 7/bludgeoning
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 9, Dex 9, Con 12,
Int -, Wis 10, Cha 2
Skills: Hide +10
------------------------
Climate/Terrain: Temperate and warm swamp, underground
Organization: Solitary or colony (2-10)
Challenge Rating:2?
Treasure: None
Alignment: Always neutral
Advancement --
Monstrous leeches have fat, barrel shaped bodies with tough, rubbery skin which blends in extremely well with their environment. They have a long snake-like proboscis with a circular mouth ringed by twenty or so sharp, triangular teeth, which is kept retracted inside their bodies until they become excited. They are generally about four feet long and 3 feet wide, but they can extend their bodies somewhat, and by pushing out their proboscis, can attain a reach of seven to eight feet.
These foul creatures inhabit swamps, brackwaters, and moats. They dislike direct sunlight and other strong light sources, tho they are not harmed by it in anyway. There is even a subterrainean species commonly found in damp caves, especially at the bottom of pitfalls where the creatures become trapped, feeding off anything unfortunate to fall in with them.
Monstrous leeches typically lay very still, blending in nearly perfectly with their muddy, semi-aquatic environment, until nearby movement or scents arouse them. Although blind, they have an uncanny sense of both scent and vibration, and easily home in on anything within 15 feet of them, reacting more quickly to movement than to scent alone. In caves, where the air is typically still and new scents are rare, they will react to a constant scent by moving if possible towards the source at base speed, with a reaction time of 1 hour per 50 feet from the source. This typically occurs if a creature is sleeping or is wounded and cannot otherwise move.
It is rumored that the largest specimens have an anesthetic-like poison in their saliva, which deadens the senses and can even induce unconsciousness. Furthermore, it is not entirely uncommon for monstrous leeches to carry diseases, typically Red Ache, tho cases of Filth Fever and even Slimy Doom have been reported.
Combat
Monstrous leeches surround an opponent and mindlessly try to feed by extending their proboscus and biting at anything they can sense.
Damage Reduction: A monstrous leech's thick skin and rubbery body make it almost impervious to normal bludgeoning attacks.
Improved Grab: A leech that succeeds with a bite attack automatically
makes an attempt to grapple by sinking its teeth into the flesh and latching
on, disregarding any size differences. Medium or Heavy Armor stops this
ability, except for attacks dealt to the head, hands, or feet (DM discretion).
A successful grapple deals an additional 1d4 damage per round. Breaking a grapple deals an automatic 1d6 damage as the teeth are torn from the body.
Engulf: A successful grapple against the head, hands, or feet of an opponent results in automatic engulfing of the body member at a rate of one foot of appendage per round, after the initial round of attack. Engulfing does not deal any more damage than already dealt by the grapple, but it does give a -2 circumstance penalty to all relative checks per foot of engulfment. Monstrous leeches have extremely supple mouths, and will even engulf a hand that is wielding a small sized weapon or smaller, despite taking half damage from the action (all str or dex bonuses to damage are negated). If a medium sized weapon or similiar object is held, make a seperate strength check to see if the object is dropped. If not, the hand is still considered grappled, but not engulfed. If a character's head is engulfed, spellcasting with verbal components is impossible and suffocation rules commence.
I used the nasty things from King Kong as inspiration (that scene was SO sick).
A Monstrous Leech
Medium Vermin
Hit Dice: 2d6+2
Initiative: -2 (dex)
Speed: 10 ft, climb 0 ft -unless there are places it can squeeze its body into for a hold, in which case 10 ft.
AC: 10 (-1 dex, +1 natural)
Attacks: Bite -1 melee
Damage: Bite 1d6-1
Face/Reach: 5 ft. by 5 ft./5 ft. (8 ft. max, but will generally move in first)
Special Attack: Improved grab, Engulf
Sp. Qualitites: vermin, damage reduction 7/bludgeoning
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 9, Dex 9, Con 12,
Int -, Wis 10, Cha 2
Skills: Hide +10
------------------------
Climate/Terrain: Temperate and warm swamp, underground
Organization: Solitary or colony (2-10)
Challenge Rating:2?
Treasure: None
Alignment: Always neutral
Advancement --
Monstrous leeches have fat, barrel shaped bodies with tough, rubbery skin which blends in extremely well with their environment. They have a long snake-like proboscis with a circular mouth ringed by twenty or so sharp, triangular teeth, which is kept retracted inside their bodies until they become excited. They are generally about four feet long and 3 feet wide, but they can extend their bodies somewhat, and by pushing out their proboscis, can attain a reach of seven to eight feet.
These foul creatures inhabit swamps, brackwaters, and moats. They dislike direct sunlight and other strong light sources, tho they are not harmed by it in anyway. There is even a subterrainean species commonly found in damp caves, especially at the bottom of pitfalls where the creatures become trapped, feeding off anything unfortunate to fall in with them.
Monstrous leeches typically lay very still, blending in nearly perfectly with their muddy, semi-aquatic environment, until nearby movement or scents arouse them. Although blind, they have an uncanny sense of both scent and vibration, and easily home in on anything within 15 feet of them, reacting more quickly to movement than to scent alone. In caves, where the air is typically still and new scents are rare, they will react to a constant scent by moving if possible towards the source at base speed, with a reaction time of 1 hour per 50 feet from the source. This typically occurs if a creature is sleeping or is wounded and cannot otherwise move.
It is rumored that the largest specimens have an anesthetic-like poison in their saliva, which deadens the senses and can even induce unconsciousness. Furthermore, it is not entirely uncommon for monstrous leeches to carry diseases, typically Red Ache, tho cases of Filth Fever and even Slimy Doom have been reported.
Combat
Monstrous leeches surround an opponent and mindlessly try to feed by extending their proboscus and biting at anything they can sense.
Damage Reduction: A monstrous leech's thick skin and rubbery body make it almost impervious to normal bludgeoning attacks.
Improved Grab: A leech that succeeds with a bite attack automatically
makes an attempt to grapple by sinking its teeth into the flesh and latching
on, disregarding any size differences. Medium or Heavy Armor stops this
ability, except for attacks dealt to the head, hands, or feet (DM discretion).
A successful grapple deals an additional 1d4 damage per round. Breaking a grapple deals an automatic 1d6 damage as the teeth are torn from the body.
Engulf: A successful grapple against the head, hands, or feet of an opponent results in automatic engulfing of the body member at a rate of one foot of appendage per round, after the initial round of attack. Engulfing does not deal any more damage than already dealt by the grapple, but it does give a -2 circumstance penalty to all relative checks per foot of engulfment. Monstrous leeches have extremely supple mouths, and will even engulf a hand that is wielding a small sized weapon or smaller, despite taking half damage from the action (all str or dex bonuses to damage are negated). If a medium sized weapon or similiar object is held, make a seperate strength check to see if the object is dropped. If not, the hand is still considered grappled, but not engulfed. If a character's head is engulfed, spellcasting with verbal components is impossible and suffocation rules commence.