Level
5th
Casting Time
1 Action
Range/Area
90 ft.
Components
M *
Duration
Concentration 1 Hour
School
Conjuration
Attack/Save
None
Damage/Effect

Bring forth an abomination of the endless abyss. It arrives in an unoccupied space you can see within range. When you cast the spell, choose Leech Mother or Leech Hunter. This determines the type of creature to arrive. 

The creature is an ally to you and your party. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your telepathic commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

Casting at a Higher-Level Spell. After consuming a charge from The Third Eye, use the upgraded spell level for the spell’s level in the stat block.

Leech Mother

Medium Aberration, Neutral

AC 15 + the spell’s level

HP 100 + 20 for each spell level above 5th

Speed 15 ft.

Mod Save
STR 16 +3 +3
DEX 9 -1 -1
CON 20 +5 +5
Mod Save
INT 10 +0 +0
WIS 10 +0 +0
CHA 6 -2 -2

Resistances Bludgeoning, Piercing, Slashing

Immunities Psychic

Weaknesses Fire, Acid, Poison, Radiant

Senses Darkvision 120 ft.; Passive Perception 10

Languages Abyssal, understands the languages you know

CR None (XP 0; PB equals your Proficiency Bonus)

Traits

Bond. The caster forges a powerful mental bond with the Leech Mother, empowering it with entirely new abilities. This cannot be active while Psychic Invasion is active.

Enervate (Unbonded only). At the start of its turn, the Leech Mother connects itself to a creature within 20 feet. The target takes (spell's level - 1)d6 psychic damage and suffers from disadvantage in saving throws. 

Rejuvenate (Bonded only). If within 20feet at the start of its turn, the Leech mother connects itself to the caster. The caster gains 2d8 + the spell's level temporary hitpoints, and half the damage the caster would take is transferred to the Leech Mother.

Actions

Multiattack. The aberration makes a number of attacks equal to half the spell’s level (round down).

Leechling. 1 Attack ActionThe Leech Mother sends 2 leechlings to allies of your choice within 60 feet. Each leechling grants 2d4 + the spell's level temporary hit points.

Leech Tongue. 1 Attack ActionThe leech mother connects itself to an ally of your choice within 30 feet. Granting them 2d8 + the spell's level temporary hitpoints, and increasing their AC by half the spell's level(rounded down) until the start of its next turn. 

Lifeblood (Bonded only). 2 Attack ActionsThe Leech Mother retreats within its shell until the start of its next turn. At the start of its next turn, the Leech Mother gains 5d10 + the spell's level temporary hitpoints, which dissipate after 3 rounds.

 

 

Leech Hunter

Medium Aberration, Neutral

AC 13 + the spell’s level

HP 70 + 15 for each spell level above 5th

Speed 30 ft.

    Mod Save
STR 20 +5 +5
DEX 18 +4 +4
CON 12 +1 +1
    Mod Save
INT 14 +2 +2
WIS 14 +2 +2
CHA 4 -3 -3

Resistances Bludgeoning, Slashing

Immunities Psychic

Weaknesses Fire, Acid, Poison, Radiant

Senses Darkvision 120 ft.; Passive Perception 12

Languages Abyssal, understands the languages you know

CR None (XP 0; PB equals your Proficiency Bonus)

Traits

Bond. The caster forges a powerful mental bond with the Leech Hunter, empowering it with entirely new abilities. While bonded, the caster takes half of all damage the Leech Hunter takes. This cannot be active while Psychic Invasion is active.

Psychic Vent (Bonded only). A psychic aura is present in a 10ft radius centered at the Leech Hunter. If a creature is about to exit the Leech Hunter's radius, you or the Leech Hunter may take 1d10 force damage to force the creature into an intelligence saving throw. On a failed save, the creature takes 2d10 psychic damage and is incapable of leaving the Leech Hunter's radius. On a successful save, the creature takes half as much damage and leaves the radius. The creature may reattempt the saving throw in any turn, at no cost to you or the Leech Hunter. Upon Overloaded, each creature within the Leech Hunter's radius makes an intelligence saving throw to take 2d10 psychic damage. 

Reflection (Bonded only). The Leech Hunter channels its psychic energy into a projection of itself to act exactly as the Leech Hunter. Upon taking a hit, roll 11-20 on a d20 to transfer the hit to the projection, erasing it. Activates upon Overloaded, may stack to generate up to 2 projections. If 3 projections are present, the d20 roll must only be 6-20. If a projection is hit from 5ft, the Leech Hunter takes the opportunity, performing the Leech action at zero cost.

Actions

Multiattack. The aberration makes a number of attacks equal to half the spell’s level (round down).

Leech. 1 Attack Action. Your spell attack modifier to hit, reach 5ft., one target. Hit: (half of spell's level)d8 piercing + (half of spell's level)d8 psychic damage. Target suffers from disadvantage against intelligence and wisdom saving throws until the start of the Leech Hunter's next turn. After performing this attack 3 times, the Leech Hunter gains the Overloaded status. 

Restrain. 1 Attack Action. Your spell attack modifier to hit. The Leech Hunter produces two leech ropes, each rope able to restrain or grapple a creature. 

  • Grappling, the Leech Hunter may target a creature from up to 20ft away, pulling them as far as the Leech Hunter wishes, dealing 1d10 damage. 
  • Restraining, the leech Hunter may target a creature up to 30ft away, dealing 1d10 damage, and restraining the creature until the start of the Leech Hunter's next turn. 

Conjoin (Bonded only). 1 Attack Action. The Leech Hunter connects itself to a target within 10ft, and then to up to 3 more creatures within 20ft. The original target takes 1d8 psychic damage, and all other creatures connected to the Leech Hunter take half of all psychic damage taken by the target until the Leech Hunter ends the attack. When the attack ends, the target takes 1d8 psychic damage. 

Revitalize (Overloaded only). The Leech Hunter fully absorbs the drained psychic energy. Healing (the spell's level - 1)d10 hitpoints, and dealing 4d10 bonus psychic damage on its next attack. 

Release (Overloaded Only). The Leech Hunter dispels all accumulated psychic energy. All creatures within 15 feet must make an Intelligence saving throw. On a failed save, the targets take (the spell's level - 3)d10 psychic damage + (the spell's level - 3)d10 force damage, and are incapacitated until the start of their next turn. On a successful save, the targets take half as much damage and are not incapacitated.

 

* - (The Third Eye)

Available For: Sorcerer - Aberrant Sorcery

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