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Medium monstrosity, true neutral

Armor Class 14 (natural armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft., swim 20 ft.

9 (–1) 13 (+1) 16 (+3) 9 (–1) 10 (+0) 10 (+0)

Skills Perception +4, Stealth +5
Senses passive Perception 10, darkvision 60 ft.
Challenge 1/2 (100 XP)


  • Amphibious. Leechfolk can breathe both air and water.
  • Camouflage. Leechfolk have advantage on all Dexterity (Stealth) rolls while in swamps.


  • Multiattack. The leechfolk makes two Slam attacks.
  • Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. If both of a leechfolk’s slam attacks hit the same target, the target is grappled (escape DC 13). At the start of each subsequent turn, the leechfolk drains 5 (1d4 + 3) hit points from a grappled victim.


Legends speak of a race of monstrous creatures that dwell deep in the swamps. More leech than human, these creatures feed by draining the blood from animals or, if any are available, sentient prey. They live in crude villages of thatch huts or in caves near or below the surface of rivers, ponds, and scummy lakes. Though they are not evil, leechfolk are driven by hunger and consider all creatures with blood to be fair game.

Though they cooperate with each other and appear to have a hierarchy of sorts, no one knows for certain how they actually communicate. No one has yet been able to communicate with the leechfolk, and they continue to make little distinction between intelligent and unintelligent victims.

Section 15: Copyright Notice

Tome of Horrors 2020, (C) 2020, Necromancer Games

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