T-Leech Swarm (3.5e Creature)

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Size/Type: Tiny Viral Mutated Vermin (Swarm)
Hit Dice: 3d8 (12 hp)
Initiative: +3
Speed: 15 ft (15 climb, 50 swim)
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple: +3/-
Attack: Swarm (4d6 plus Disease)
Full Attack: Swarm (4d6 plus Disease)
Space/Reach: 10 ft/0 ft
Special Attacks: Disease, Distraction, Inhabit, Wounding
Special Qualities: Blindsight, Alternate Form, Damage Reduction 10/Fire and Sunlight, Hive Mind, Learning Curve, Scent, Swarm Traits
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 4, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Skills: Balance +13, Climb +14, Disguise+10, Hide+13, Survival +13, Swim +14
Feats: Track, Weapon Finesse
Environment: Dark places in or near water (swamps, lakes, cities with sewers, etc.)
Organization: Solitary, Pack (2-3), or Infestation (4+)
Challenge Rating: 3
Treasure: none
Alignment: neutral
Advancement: none
Level Adjustment: -


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Slithering before you is a pile of disgusting, oozing, rat-sized green leeches. Their very presence fills the room with the odor of old blood and the filthy places from whence they spawned.

This is a swarm of leeches that have been infected with the T-virus or something similar. They have doubled in size so that each is approximately as large as a rat. As they have mutated, they have gained a hive mind characteristic that allows multitudes of them to hunt as one organism, making them extremely dangerous predators.

Combat

They seek blood above all else, giving them a very one-track mindset. Spawned from aquatic creatures, they are extremely sensitive to bright light and heat. However, they are extremely smart, so they learn the tricks of their own demise rather quickly if they happen to survive.

Alternate Form (Ex): T-Leeches, as a hive mind, can rearrange their mass to fit particular forms. A single T-Leech swarm can use a full round action to transform into a Mimicry Man, and another standard action to disguise itself as any human whose blood it has sucked (this ability gives it a +10 on disguise checks which has already been figured into the skill entry). It takes a free action to simply remove the disguise, or a standard action to release the form. In the presence of a Queen T-Leech, they can transform into a Leech Monster, at the cost of the Queen’s effectual sacrifice.

Blindsight (Ex): A T-Leech Swarm can sense all foes within 60 feet as a sighted creature would. Beyond that range, the enemy has total concealment, but can be tracked if the swarm catches their scent. However, a T-Leech Swarm is susceptible to scent-based attacks, and is affected normally by overpowering odors (incense heavy air, thick smoke, etc.). Negating a T-Leech Swarm’s sense of smell effectively blinds it. If rendered blind in this way, it will immediately attempt an uncoordinated escape.

Damage Reduction (Ex): T-Leeches have a damage reduction of 10 which is negated by extreme heat or bright light. Furthermore, while exposed in this way, they are disoriented, taking only a single standard action in a round.

Disease (Ex): T-Virus-Swarm Attack, Fortitude DC 15*, incubation period 1 hour, primary effects: varies. The Save DC is Constitution-based.

Distraction (Ex): Any creature that begins its turn with a T-Leech Swarm in its square must succeed on a DC 15 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Hive Mind (Ex): Any T-Leech Swarm with at least 1 hit point per Hit Die (3 hit points for a standard T-Leech Swarm) forms a hive mind, giving it an intelligence of 6. When a T-Leech Swarm is reduced below this hit point threshold, it becomes mindless. Inhabit (Ex): A T-Leech Swarm can take 10 full rounds in combat or 1 minute out of combat to inhabit a dead body and create a Leech Man (separate Monster entry).

Learning Curve (Ex): A T-Leech Swarm learns from every experience at an astounding speed. If it witnesses another of its kind killed, it gains a +2 bonus to AC or to saves it subject to that same type of attack. This is cumulative if it sees multiple attacks as it gains more and more comprehension of the attack. This rises to a maximum of a +6 bonus.

Wounding (Ex): Any Living creature damaged by a T-Leech Swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative blood loss. This bleeding can be stopped with a DC 10 Heal check.

Skills: T-Leech Swarms have a +10 racial bonus on Balance, Climb, Hide, Survival, and Swim checks. A T-Leech Swarm can always choose to take 10 on Climb and Swim checks even if rushed or threatened. A T-Leech Swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A T-Leech Swarm can use the run action while swimming, provided it swims in a straight line.


  • On a failed Constitution save to resist T-Virus Infection, roll 1d10 and 1d100 to figure a percent value. Follow these instructions to figure the effect:

1%: Infected [becomes a Tyrant over a period of 3 Days (separate Monster Entry)]

2%-15%: Infected [becomes a zombie (same as DND 3.5 zombie, but add Disease: T-Virus, Fortitude DC 10)]

16%-98%: unaffected

99%: permanently immune [no further Fortitude saves required, impossible to be infected]

100%: Infected [sickened for 1 hour, unconscious for 1 hour, then becomes T-Virus Symbiote (separate Template entry)]


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