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Medium-Size Vermin


Hit Dice: 13d8+39 (97 hp)

Initiative: +0

Speed: 30 ft., swim 20 ft.

AC:12 (+2 natural), touch 10, flat-footed 12

Attacks: 2 tentacle rakes +13 melee

Damage: Tentacle rake 1d8+4 plus wounding

Face/Reach: 5 ft. /5 ft.

Special Attacks: Blood drink, improved grab, wounding

Special Qualities: All-around vision, DR 10/piercing or slashing; Immunities, vermin traits

Saves: Fort +11, Ref +4, Will +5

Abilities: Str 18, Dex 11, Con 16,

Int —, Wis 13, Cha 7

Skills: Hide +3, Listen +5, Move Silently +5, Search +4, Spot +8, Swim +12

Climate/Terrain: Any marsh or underground

Organization: Solitary, pair, or gang (3-5)

Challenge Rating: 10

Treasure: None

Alignment: Always neutral

Advancement: 14-26 HD (Medium-size); 27-39 HD (Large)

Level Adjustment: -

The leechwalker is a thirsty vermin that can drain a creature of all its blood in a matter of moments. It usually lurks in swamps or damp underground areas.

A leechwalker appears to be a massive, 6-foot-tall humanoid covered with thousands of dark, writhing leeches Though it has a head, it possesses no recognizable facial features. Its body is slick, as if coated with a thin layer of clear slime, and it has an impossibly bloated stomach.


Leechwalkers are incapable of sizing up prey, so they fearlessly go straight for the kill, regardless of their opponents’ capabilities. They usually try to grab their foes, hoping to drain blood through the thousands of mouths that make up their hides.

Blood Drink (Ex): A leechwalker can drink the blood from a grabbed victim with a successful grapple check. This attack deals 2d4 points of Constitution drain.

Improved Grab (Ex): If a leechwalker hits an opponent that is its own size or smaller with a tentacle rake attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +13). If it gets a hold, it can use its blood drink ability in the same round. Thereafter, the leechwalker has the option to conduct the grapple normally, or simply use its tentacle to hold the opponent (-20 penalty on grapple check, but the leechwalker is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals tentacle rake and blood drink damage.

Wounding (Ex): A wound resulting from a leechwalker’s tentacle rake attack bleeds for an additional 3 points of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding loss (two wounds for 6 points of damage per round, and so on). The bleeding can be stopped only by a successful Heal check (DC 10) or the application of a cure spell or some other healing spell (heal, healing circle, or the like). Creatures immune to critical hits are immune to the wounding effects of tentacle rake attack

All-Around Vision (Ex): A leechwalker can see in all directions at once. Because of this ability, it gains a +4 racial bonus on Search and Spot checks, and it cannot be flanked.

Immunities: Because of the verminous covering of its body, a Leechwalker is not subject to subdual damage, ability damage, ability drain, or death from massive damage.

Vermin Traits: A leechwalker is immune to all mind affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It also has darkvision (60-foot range).