Clockwork Leech
Medium Construct neutral
- Armor Class: 13 (natural armor)
- Hit Points: 45 (6d8+18)
- Speed: walk 30 ft. swim 60 ft.
- Challenge Rating: 1 (200 XP)
- Source: Tome of Beasts 2, page 66
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
12 (+1) |
17 (+3) |
3 (-4) |
10 (+0) |
7 (-2) |
- Skills: perception +2, stealth +3
- Damage Immunities: poison, psychic
- Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses: darkvision 60 ft., passive Perception 12
- Languages: —
Special Abilities
- Anesthetizing Bite: When the clockwork leech successfully bites a creature, the creature must succeed on a DC 13 Wisdom (Perception) check to notice the bite. If the leech remains attached to the target, the target can repeat this check at the start of each of its turns.
- Immutable Form: The clockwork leech is immune to any spell or effect that would alter its form.
- Magic Resistance: The clockwork leech has advantage on saving throws against spells and other magical effects.
Actions
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the clockwork leech attaches to the target. While attached, the leech doesn't attack. Instead, at the start of each of the clockwork leech's turns, the target loses 5 (1d6 + 2) hp due to blood loss, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the leech's next turn. The clockwork leech can detach itself by spending 5 feet of its movement. It does so after it drains 10 hp of blood from its target or the target dies. A creature, including the target, can use its action to detach the leech by succeeding on a DC 10 Strength check.
- Tail: Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.
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