Scalpel Leech

tiny beast, unaligned

D&D 5.5 / SRD 5.2

Challenge 0.5 (100 XP)

Available with DM subscription
STR
4 (-3)
DEX
16 (+3)
CON
16 (+3)
INT
1 (-5)
WIS
10
CHA
2 (-4)

Defense

Armor Class
13 (natural)
Hit Points
16 (3d4+9 +3)
Speed
10 ft., swim 30 ft., climb 20 ft.

Treasure & Loot Common

No significant treasure

Proficiencies & Senses

Saving Throws —
Skills
Stealth +5
Senses
blindsight 10 ft.
passive Perception 10

Characteristics

Damage Vulnerabilities
—
Damage Resistances
—
Damage Immunities
poison
Condition Immunities
poisoned
Languages —

Traits and Actions

Blood Scent

Trait
The leech has advantage on attack rolls against any creature that doesn't have all its HP.

Amphibious

Trait
The leech can breathe air and water.

Barbed Bite

Action
Exhaustion Condition
Attaching Custom
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the leech attaches to the target. While attached, the leech doesn't attack, and at the start of each of its turns the target takes 4 (1d4+2) necrotic damage and must succeed on a DC 11 Constitution saving throw or contract the weeping plague (a magical disease; while diseased the target gains one level of exhaustion that can't be removed until the disease is cured). A creature can detach the leech with a successful DC 12 Strength check as an action.

Attaching. Homebrew mechanic where the monster attaches to a target, dealing automatic damage and imposing conditions.

Writhe

Bonus Action
The leech moves up to its speed without provoking opportunity attacks.

Running the encounter

Combat Behavior

Tactics

  • Drop from ceiling cracks or trays onto back rank targets.
  • Attach to lowest-HP creatures to maximize Blood Scent advantage.
  • Detach and flee into drains if the host dies.

Combat Style

Skirmisher / Hazard

Morale

Flees when outnumbered or when its host dies.

Appearance & presence

Monster Description

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