Tiny plant, Unaligned
| Armor Class | 12 (natural armor) |
|---|---|
| Hit Points | 27 (5d4 + 15) |
| Speed | 10 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 1 (-5) | 16 (+3) | 1 (-5) | 10 (+0) | 1 (-5) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | charmed; frightened; prone |
| Senses | darkvision 30 ft., passive Perception 10 |
| Languages | — |
| Challenge | 1 |
If the leech is reduced to 0 hit points while attached to a ship that has a spelljamming helm, the creature attuned to that helm must make a DC 13 Constitution saving throw. On a failed save, the creature takes 10 (4d4) psychic damage and is incapacitated for 1 minute. On a successful save, the creature takes half as much damage and is incapacitated until the end of its next turn.
The leech doesn't require air or sleep.
Melee Attack Roll: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
When it takes damage, the leech can discharge a bolt of magical energy from its eye that targets one creature it can see within 30 feet of itself. The target must succeed on a DC 13 Dexterity saving throw or take 10 (3d6) force damage and be stunned until the end of its next turn.