Medium Aberration, Chaotic Evil
Armor Class 15 Natural Armor
Hit Points 85 (10d10 + 40)
Speed
STR
14 (+2)
DEX
12 (+1)
CON
18 (+4)
INT
5 (-3)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws CON +6, WIS +4
Damage Vulnerabilities Radiant
Damage Resistances Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 15
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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.

Actions

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.

Legendary Actions

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 Actions

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

  • 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.

  • A faint ripple in the water gives away the slug’s approach.

  • 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.

Monster Tags: aberration

Habitat: Swamp

BoarHatBandit

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