Giant Leech

CR: 2 XP: 600


N Medium vermin (aquatic)


Init: +1 Senses: blindsight 30 ft., scent Perception: +0


Defense

AC: 11, touch 11, flat-footed 10 (+1 Dex)


hp: 19 (3d8+6)


Fort: +5 Ref: +2 Will: +1


Immune: mind-affecting effects


Weaknesses: susceptible to salt


Offense

Speed: 5 ft., swim 20 ft.


Melee: bite +2 (1d6 plus attach)


Special Attacks: blood drain


Statistics

Str: 11 Dex: 12 Con: 14 Int: — Wis: 10 Cha: 1


Base Atk: +2 CMB: +2 (+10 when attached) CMD: 13 (can’t be tripped)


Skills: Stealth +1 (+9 in swamps), Swim +8, Racial Modifiers +8 Stealth in swamps


SQ: amphibious


Ecology

Environment: temperate or warm marshes


Organization: cluster, pair, or brood (3–6)


Treasure: none


Description

Attach (Ex) When a giant leech hits with a bite attack, it latches onto its target and automatically grapples. The giant leech loses its Dexterity bonus to AC and has an AC of 10, but holds on with great tenacity and automatically inflicts bite damage each round. A giant leech has a +8 racial bonus to maintain its grapple on a foe once it is attached.

An attached giant leech can be struck with a weapon or grappled itself—if its prey manages to win a grapple check or Escape Artist check against it, the giant leech is removed.

Blood Drain (Ex) A giant leech drains blood at the end of each turn it is attached, inflicting 1 point of Strength and Constitution damage.

Susceptible to Salt (Ex) A handful of salt burns a giant leech as if it were a flask of acid, causing 1d6 points of damage per use.

These invertebrate parasitic relatives of the worm lurk in stagnant or slow-moving water, waiting for a suitable host.

Source: Pathfinder Roleplaying Game Bestiary