Mystic Leech (3.5e Creature)
From D&D Wiki
|Size/Type:||Diminutive Aberration (Incorporeal, Swarm)|
|Hit Dice:||20d8+40 (130 hp)|
|Speed:||20 ft., fly 40 ft. (perfect)|
|Armor Class:||19, touch 19, flat-footed 14|
|Attack:||Swarm (4d6 plus mystic rot)|
|Full Attack:||Swarm (4d6 plus mystic rot)|
|Space/Reach:||10 ft./0 ft.|
|Special Attacks:||Distraction, Mystic Rot|
|Special Qualities:||Damage Reduction 10/Nullsteel, Blindsight 100 ft., improved evasion, invisibility, spell resistance 25, greater arcane sight, spell-like abilities, telepathy, inhabit revenant|
|Saves:||Fort +8, Ref +11, Will +18|
|Abilities:||Str 1, Dex 20, Con 14, Int 22, Wis 22, Cha 22|
|Skills:||Concentration +25, hide +32, knowledge (arcana, nature, religion, the planes) +37, move silently +32, spellcraft +39, survival +6 (+8 above ground and on other planes), use magic device +6 (+8 with scrolls)|
|Feats:||ability focus (mystic rot), combat casting, improved initiative, spell penetration, greater spell penetration, ability focus (distraction), great fortitude|
|Organization:||Group (2-3), gang (4-6 swarms plus 3-4 mystic revenants), or hive (40-60 swarms plus 30-40 mystic revenants)|
|Alignment:||always chaotic (any)|
Mystic Rot (Su): Any creature other than a mystic leech or a mystic revenant capable of casting spells or using spell-like abilities (but not psionics; this is an exception to the magic-psionics transparency rule) who takes damage the swarm attack of the mystic leech is affected by mystic rot. 6d10 minutes after it is contracted, the victim must make a DC ??? will save or take 1d6 damage to intelligence, wisdom, and charisma. Every 6d10 minutes after, another save must be made to resist taking another 1d6 damage to intelligence, wisdom, and charisma. The only way to be rid of mystic rot is to successfully make three consecutive saves. If the victim's intelligence, wisdom, or charisma are reduced to 0, they immediately die and become a mystic revenant. There is no way, even through a wish or miracle, to restore a mystic revenant to life.
Inhabit Revenant (Ex): A mystic leech swarm that shares a space with a mystic revenant may, as a full-round action, enter the revenant, enhancing its abilities as follows: its fly speed is increased to 60 ft., its damage reduction is increased from 10/Nullsteel to 15/Nullsteel, its fast healing is increased from 5 to 10, its spell resistance is increased from 20 to 30, its telepathy range is increased to one mile, its turn resistance is increased from 4 to 8, it gains the swarm's greater arcane sight ability and spell-like abilities, its base attack and base save bonuses are the greater of the swarm's and the revenant's, and its mental ability scores (intelligence, wisdom, and charisma) are inreased to the leech swarm's with a circumstance bonus equal to the revenant's original respective ability modifiers. The challenge rating of the revenant is increased by ???. The swarm and the revenant then form a telepathic link so closely that they function as having one mind, and are treated as a single undead creature that has a single turn using the swarm's initiative. The combined creature may then take a full-round action to separate into the swarm and the revenant once more. The actions to enter or exit the revenant may be taken as a standard action and deal 2d8 damage to the revenant, a move action and deal 4d8 damage to the revenant and 2d8 damage to the swarm, a swift action to deal 6d8 damage to the revenant and 4d8 damage to the swarm, or an immediate action to deal 8d8 damage to the revenant and 6d8 damage to the swarm. If the swarm-augmented revenant is reduced below 0 hit points, the revenant is destroyed and the swarm leaves it with half of the hit points it had when it entered the revenant, rounded down.
Telepathy (Su): A mystic leech swarm has a constant telepathic link with all mystic leech swarms and mystic revenants within one half mile.
Greater arcane sight (Su): A mystic leech swarm is constantly under the effects of greater arcane sight, except that the range extends in all directions rather than in a cone and it does not detect psionics. This is an exception to the magic-psionics transparency rule.
spell-like abilities: at will - break enchantment, greater dispel magic, mordenkainen's disjunction. Note: These spell-like abilities do not affect psionics, as an exception to the magic-psionics transparency rule.
Strategies and Tactics
A mystic leech swarm will destroy any magic (other than that of a mystic leech swarm or mystic revenant) that it sees, using its abjurant spell-like abilities. When it comes across a spellcaster of any kind, it will immediately attack, eager to consume more magic.
Typical Physical Characteristics
If one manages to see them, they find that they are not truly leeches at all. They are a writhing mass of what appear to be small globs of a viscous blue fluid, travelling through the air in a graceful but unsettling manner. In actuality, however, they are completely solid, simply translucent (when visible).
Due to their need for magic, and their single-minded devotion to consuming it with no heed for any sort of laws or order, they are always chaotic.
A character wishing to know more about mystic leeches may make a knowledge (arcana) check:
DC 10: Mystic leeches are monsters that eat magic. This check reveals all traits of the aberration type.
DC 15: Mystic leeches are incorporeal and invisible, and can spread a condition that can kill anyone who uses magic. This check reveals all traits of the incorporeal and swarm subtypes.
DC 20: If a mystic leech kills a magic-user with its mystic rot, the deceased will rise as a mystic revenant, an undead that needs magic just as much as the leeches.
Mystic leeches and mystic revenants travel in large, unorganized groups called hives, seeking out magic to consume.
For Player Characters
Creatures With Class Levels