Fathom Leech
Fiend · Crown of Sloth
T5d12Sovereign
An enormous slug-like creature of mottled grey weighing several tons, the Fathom Leech waits at the bottom of the deepest, most forgotten places, draining not blood but drive - eroding willpower and personal magnetism while flooding the area with a psychic ocean of grey, still water.
Tier 5 · Role Sovereign · Pool Vigor 9 / Vitality 30 · AC 14 · ATK +7 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 16 | +3 | d6 |
| Sense | 8 | -1 | -d3 |
| Heart | 18 | +4 | d8 |
| Cunning | 16 | +3 | d6 |
| Fate | 18 | +4 | d8 |
Passives
Gravity Anchor
Several tons of grey flesh, anchored to the deep. It cannot be shoved, dragged, or lifted, and it never pursues; everything eventually sinks to where it is.
Crushing Grip
A creature the leech strikes is grabbed; strength alone cannot break free, only teleportation or killing the leech. A creature that starts its turn grabbed takes 1 Vigor damage as its drive is drained away, and is weakened until it next rests if drained to 0 Vigor.
Spellcasting (drowned stillness)
The leech projects a psychic ocean, a slow grey psionics of stillness and sunken will that drowns ambition where there is no water at all.
Maneuvers
Suffocate
Fixes its silent will on one creature within 30 ft and lifts the air from its lungs. The target makes a DC 19 Mind save or takes 5 damage and cannot speak or cast spells for 1 round; on a success it takes 1 Vigor damage.
Declarations
Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.
Flood
The leech floods a 40 ft radius with an illusory ocean of grey, still water. Each creature within makes a DC 19 Mind save; on a failure it takes 5 damage as it drowns where there is no water and cannot speak or cast spells for 1 round; on a success it takes 1 Vigor damage.
Tactics
GM tactics
The Fathom Leech opens with Flood, then waits as victims drown where there is no water and stumble toward it. Its Crushing Grip takes the first creature to come within reach and drains the drive out of it. Suffocate silences anyone who still seems determined to fight. It is patient beyond measure; it simply needs to hold on, and eventually everything sinks.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 10 + 4 x Tier. Full Vigor at combat start; at the start of its turn it rolls 5 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
- A hit rolls d12. A crit rolls two: 2d12.
- Crits on a natural 17+ (Cunning 16).
- Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
- Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
- Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
- Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
- NPCs never take wounds.