KING
Mask Leech

Mask Leech

Fiend · Crown of Deceit

T1d4Minor

Eyeless, flat creatures the color of raw flesh, Mask Leeches fuse to humanoid faces, creating perfect duplicates while the paralyzed host is hidden away by spawn-mates.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 10  ·  ATK +4  ·  Save DC 11  ·  Dmg 1 (flat)

AC1010 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind6--
Sense14--
Heart12--
Cunning16--
Fate14--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Wall Crawler

Climbs walls and ceilings at full speed and can smell sleeping humanoids within 60 ft.

Maneuvers

Maneuver

Face Theft

After hitting a creature, the leech clamps over its face: the target is blinded until it tears the leech free with a Body check (DC 11). If it stays attached for 1 full round it fuses, the host is stunned until the leech is removed, and the leech becomes a perfect duplicate of the stolen face. Peeling off a fused leech deals 1 damage to the host.

Maneuver

Numbing Secretion

One creature within 5 ft makes a Body save (DC 11) or is stunned 1 round as the leech's slime deadens its muscles.

Reactions

Reaction

Desperate Grip

When a creature tries to tear the leech off, it clamps down: the Body check is made at disadvantage.

Tactics

GM tactics

Mask Leeches hunt in packs. One or two attempt Face Theft on isolated targets while spawn-mates drag paralyzed hosts into hiding. They prefer to attack sleeping victims. In combat, they leap at faces from walls and ceilings.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 1, then 1 more. Neither half regenerates.
  • A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 2 kills it outright, and a single blow of 2 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.