| Hit Dice: | 13d8+39 (97 hp) |
| Initiative: | +0 |
| Speed: | 30 ft. (6 squares), swim 20 ft. |
| Armor Class: | 12 (+2 natural), touch 10, flat-footed 12 |
| Base Attack/Grapple: | +9/+13 |
| Attack: | Tentacle rake +13 melee (1d8+4 plus wounding) |
| Full Attack: | 2 tentacle rakes +13 melee (1d8+4 plus wounding) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Blood drink, improved grab, wounding |
| Special Qualities: | All-around vision, damage reduction 10/piercing or slashing, vermin traits |
| Saves: | Fort +11, Ref +4, Will +5 |
| Abilities: | Str 18, Dex 11, Con 16, Int —, Wis 13, Cha 7 |
| Skills: | Hide +3, Listen +5, Move Silently +5, Search +4, Spot +8, Swim +12; racial bonuses |
| Feats: | — |
| Environment: | Any marsh or underground |
| Organization: | Solitary, pair, or gang (3–5) |
| Challenge Rating: | 10 |
| Treasure: | None |
| Alignment: | Always neutral |
| Advancement: | 14–26 HD (Medium-size); 27–39 HD (Large) |
| Level Adjustment: | — |
The leechwalker is a thirsty vermin that can drain a creature of all its blood in a matter of moments. It usually lurks in swamps or damp underground areas.
A leechwalker appears to be a massive, 6-foot-tall humanoid covered with thousands of dark, writhing leeches. Though it has a head, it possessses no recognizable facial features. Its body is slick, as if coated with a thin layer of clear slime, and it has an impossibly bloated stomach.
Leechwalkers are incapable of sizing up prey, so they fearlessly go straight for the kill, regardless of their opponents’ capabilities. They usually try to grab their foes, hoping to drain blood through the thousands of mouths that make up their hides.
All-Around Vision (Ex): A leechwalker can see in all directions at once. Because of this ability, it gains a +4 racial bonus on Search and Spot checks, and it cannot be flanked.
Blood Drink (Ex): A leechwalker can drink the blood from a grabbed victim with a successful grapple check. This attack deals 2d4 points of Constitution drain.
Improved Grab (Ex): If a leechwalker hits an opponent that is its own size or smaller with a tentacle rake attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +13). If it gets a hold, it can use its blood drink ability in the same round. Thereafter, the leechwalker has the option to conduct the grapple normally, or simply use its tentacle to hold the opponent (–20 penalty on grapple check, but the leechwalker is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals tentacle rake and blood drink damage.
Wounding (Ex): A wound resulting from a leechwalker’s tentacle rake attack bleeds for an additional 3 points of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding loss (two wounds for 6 points of damage per round, and so on). The bleeding can be stopped only by a successful Heal check (DC 10) or the application of a cure spell or some other healing spell (heal, healing circle, or the like). Creatures immune to critical hits are immune to the wounding effects of tentacle rake attack.
Source: Monster Manual II, page 135. This creature’s statistics block has been updated to version 3.5 as given in the D&D® V.3.5 Accessory Update for Monster Manual II.