Mimic Cry.
The Voice-Leech can magically imitate the cries for help of a creature it has heard within the last 24 hours. A creature that hears the imitation must succeed on a DC 14 Insight check to discern it is fake.
Leeching Tendrils.
Up to 4 tendrils can be extended (10 ft. reach). Each tendril attaches to a creature it hits. While attached, the target’s voice is stolen — the target can’t speak louder than a whisper until the tendril is removed (DC 14 Strength check). At the start of each of the Voice-Leech’s turns, attached creatures take 7 (2d6) necrotic damage.
Amphibious.
The Voice-Leech can breathe air and water.
Multiattack.
The Voice-Leech makes two tendril attacks.
Tendril. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (1d8+2) necrotic damage, and the tendril attaches (see Leeching Tendrils).
Echoing Wail (Recharge 5–6).
The Voice-Leech releases a chorus of stolen voices. Each creature within 30 ft. that can hear it must make a DC 14 Wisdom saving throw or become frightened until the end of its next turn. While frightened in this way, a creature hears its own voice crying out from the monster’s mouths.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Description
A bloated, sluglike aberration with dozens of puckered mouths across its body, each whispering, screaming, or pleading in stolen voices. Tendrils tipped with lamprey-like suckers lash out from beneath its folds of flesh. It lurks in sewer water, luring prey with haunting cries until victims come close enough to strike.
Encounter Clues
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The party hears cries for help echoing in the sewer tunnels — but they overlap strangely, as though multiple versions of the same voice are crying at once.
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A faint ripple in the water gives away the slug’s approach.
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Survivors of the monster may be left unable to speak above a whisper.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.







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