Dungeons and Dragons
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Hit Die: d10

Requirements

  • Race: Leech
  • BAB: +6
  • Feats: Improved Unarmed Strike, Weapon Focus: Grapple, Skill Focus: Survival
  • Skills: Move Silently 3 ranks, Survival 6 ranks, Heal 6 ranks.
  • Special: Must have defeated an opponent without manufactured weapons and gained at least one temporary hit point via fluid absorbtion from that same opponent.

The great leech's class skills (and key ability for each skill) are Climb (Str), Heal (Wis), Intimidate (Cha), Move Silently (Dex), Ride (Dex), Survival (Wis), and Swim (Str).

Skill points at each level: 2 + Int modifier.

Class Abilities

  • Improved Fluid Absorbtion: At 1st level, the great leech's fluid absorbtion ability causes 1 point of Constitution drain. At 4th level, it causes 1d4 points of Constitution drain, and the great leech gains 5 temporary hit points.
  • Leech Armor: At 1st level, the great leech gains +1 to its natural armor. This bonus increases to +2 at 5th level and +3 at 9th level.
  • Bite: At 2nd level, the great leech gains a bite natural attack which deals 1d6 piercing damage.
  • Leech Healing: At 6th level, the greater leech may remove poisons in itself or other living creatures. To do this, it must attach it's mouth to the target. If the target is willing, no check is neccessary. If the target is unwilling, a pin must be achieved. At the beginning of each turn the pin is maintained, the great leech may make a Heal check against the poison's DC. If the check is successful, the poison is removed. After each Healing check, whether succesful or not, the target is dealt 1d6 damage from fluid loss.
  • Growth: At 7th level, the great leech can sacrifice a minimum of 40 temporary hit points to gain the effect of an enlarge person spell. The duration is equal to temporary hit point sacrificed divided by eight, rounded down. This ability can only be used once a day.
  • Mighty Growth: At 10th level, the great leech can sacrifice a minimum of 80 temporary hit points gained by fluid absorbtion to gain the effect of a righteous might spell. The duration is equal to the temporary hit points sacrificed divided by sixteen, rounded down. A use of this ability counts a use of Growth.

Table: Great Leech

Level BAB Fort Ref Will Special
1 +1 +2 +0 +0 Improved Fluid Absorbtion, Leech Armor +1
2 +2 +3 +0 +0 Bite
3 +3 +3 +1 +1
4 +4 +4 +1 +1 Improved Fluid Absorbtion
5 +5 +4 +1 +1 Leech Armor +2
6 +6 +5 +2 +2 Leech Healing
7 +7 +5 +2 +2 Growth
8 +8 +6 +2 +2
9 +9 +6 +3 +3 Leech Armor +3
10 +10 +7 +3 +3 Mighty Growth
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