Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
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3<br />
Leechman<br />
Medium Aberration<br />
Hit Dice: 4d8+12 (30 hp)<br />
Initiative: +0<br />
Speed: 30 ft. (6 squares), swim 30 ft. (6<br />
squares)<br />
Armor Class: 16 (+6 natural), touch 10,<br />
flat-footed 16<br />
Base Attack/Grapple: +3/+11<br />
Attack: Slams +7 melee (1d4+4)<br />
Full Attack: 2 slams +7 melee (1d4+4)<br />
Space/Reach: 5 ft./5 ft.<br />
Special Attacks: Blood drain, improved grab<br />
Special Abilities: Damage reduction 5/<br />
bludgeoning, darkvision 60 ft., vulnerability<br />
to salt<br />
Leechmen are humanoid-shaped creatures<br />
with rubbery skin. <strong>The</strong>ir bulging eyes are only<br />
accentuated by <strong>the</strong> lack <strong>of</strong> noses and mouths.<br />
<strong>The</strong>ir hands have suckers that draw <strong>the</strong> blood from<br />
<strong>the</strong>ir victim’s veins. Leechmen inhabit <strong>the</strong> sewers,<br />
though it is rumored that some act as guards for<br />
arcane masters.<br />
Combat<br />
Blood Drain (Ex): A leechman can draw <strong>the</strong><br />
vital fluids from an opponent through <strong>the</strong> sucking<br />
mouths on <strong>the</strong> palms <strong>of</strong> its hands by making a<br />
successful grapple check. If it pins <strong>the</strong> foe, it drains<br />
blood, dealing 1d6 points <strong>of</strong> Constitution damage<br />
each round <strong>the</strong> pin is maintained.<br />
Improved Grab (Ex): To use this ability, a<br />
leechman must hit with its slam attack. It can <strong>the</strong>n<br />
attempt to start a grapple as a free action without<br />
provoking an attack <strong>of</strong> opportunity. If it wins <strong>the</strong><br />
grapple check, it establishes a hold and can ei<strong>the</strong>r<br />
deal automatic slam damage each round or drain<br />
blood.<br />
Vulnerability to Salt (Ex): Salt damages<br />
a leechman on direct contact. A large handful <strong>of</strong><br />
Flora and Fauna<br />
48<br />
Saves: Fort +4, Ref +l, Will +5<br />
Abilities: Str 18, Dex 10, Con 16, Int 8, Wis<br />
12, Cha 1<br />
Skills: Escape Artist +4, Hide +6, Move<br />
Silently +6, Search +1, Spot +2, Swim +12<br />
Feats: Improved Grapple, Stealthy<br />
Environment: Any marsh and underground<br />
Organization: Solitary or gang (5-10)<br />
Challenge Rating: 3<br />
Treasure: None<br />
Alignment: Always neutral evil<br />
Advancement: 5-8 HD (Medium)<br />
Level Adjustment: —<br />
salt can be thrown as a splash weapon (see Throw<br />
Splash Weapon in <strong>the</strong> PHB). Treat this attack as a<br />
ranged touch attack with a range increment <strong>of</strong> 5<br />
feet.<br />
A direct hit by a handful <strong>of</strong> salt deals 1d6<br />
points <strong>of</strong> damage to a leechman. Each such<br />
creature within 5 feet <strong>of</strong> <strong>the</strong> point where <strong>the</strong> salt<br />
hit takes 1 point <strong>of</strong> damage from <strong>the</strong> splash. On<br />
<strong>the</strong> round following a direct hit, <strong>the</strong> target takes an<br />
additional 1d4 points <strong>of</strong> damage, and 1d3 points<br />
<strong>of</strong> damage in <strong>the</strong> round following that; any <strong>of</strong> this<br />
damage can be prevented if <strong>the</strong> salt is immediately<br />
washed <strong>of</strong>f with water as a full-round action.<br />
Note that being immersed in salt water does<br />
not harm a leechman unless <strong>the</strong> salt content is<br />
much higher than found in ordinary sea water.<br />
Skills: A leechman has a +4 racial bonus to<br />
Move Silently and Hide checks.<br />
A leechman has a +8 racial bonus on any<br />
Swim check to perform some special action or<br />
avoid a hazard. It can always choose to take 10 on<br />
a Swim check, even if distracted or endangered. It<br />
can use <strong>the</strong> run action while swimming, provided<br />
it swims in a straight line.<br />
Coral Reefs: Usually grow on continental shelves or around volcanic islands. Coral requires<br />
shallow water (no deeper than 180 feet) whose year round temperature is no less than 68°F (20°C). <strong>The</strong>y<br />
have calcium carbonate skeletons covered in s<strong>of</strong>t, colorful tissues <strong>of</strong> all shapes. Coral eat single-celled<br />
algae to build reefs through secreting more calcium carbonate. Extensive coral reefs act as surf breakers,<br />
leaving <strong>the</strong> immediate water around <strong>the</strong> coast relatively calm. Around volcanic islands, reefs can become<br />
so dense <strong>the</strong>y become barrier reefs. Coral reefs are home to countless species <strong>of</strong> fish, sponges, and<br />
echinoderms.