Luck Leech

Medium fey, neutral evil

Armor Class 17 (studded leather)
Hit Points 150 (20d8 + 60)
Speed 30 ft.

14 (+2) 21 (+5) 16 (+3) 17 (+3) 14 (+2) 19 (+4)

Saving Throws Dex +9, Wis +6
Skills Deception +8, Perception +6, Sleight of Hand +9, Stealth +9
Damage Immunities necrotic
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 16
Languages Common, Sylvan, Umbral
Challenge 10 (5,900 XP)

Special Traits

  • Leech Luck. If a creature within 60 feet of the luck leech rolls a 20 on an ability check, attack roll, or saving throw, the luck leech gains 1 luck point. It can’t have more than 4 luck points at a time.
  • Reserve of Fortune. If the luck leech doesn’t have 4 luck points at sunset, it gains 2 luck points. It can’t have more than 4 luck points at a time. In addition, if the luck leech rolls a 1 on the d20 for an attack roll, ability check, or saving throw while it has at least 1 luck point, it can reroll the die and must use the new roll. This trait doesn’t expend luck points.
  • Turn Luck. As a bonus action, the luck leech can spend 1 luck point to:
    • Gain advantage on its next attack or saving throw
    • Cast misty step
    • Increase the necrotic damage of its next successful biting arms attack by an extra 9 (2d8)
    • Force each creature that is concentrating on a spell within 60 feet of it to make a DC 16 Constitution saving throw, losing its concentration on the spell on a failure.


  • Multiattack. The luck leech makes two biting arm attacks.
  • Biting Arms. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 9 (2d8) necrotic damage.
  • Feast of Fortune (Recharge 6). Each creature the luck leech can see within 30 feet of it must make a DC 16 Charisma saving throw. On a failure, the creature takes 27 (6d8) psychic damage, becomes blinded until the end of its next turn, and is cursed with falling fortunes (see sidebar). On a success, a creature takes half the damage and isn’t blinded or cursed. For each creature that fails this saving throw, the luck leech gains 1 luck point.


The elf-like creature rises, its bright green eyes flashing with menace. Short, impish horns peek out from its inky hair, and green smoke oozes out of the numerous circular mouths lining its arms.

When a humanoid who earned wealth through violence and duplicity gets lost in the Shadow Plane, its body becomes corrupted by the dark realm, turning it into a luck leech. These fey have arms covered in lamprey-like mouths that drain the luck out of their victims. They return to the Material Plane and stalk gambling houses and criminal underbellies for exceptionally lucky targets.

Amassing fortune. Luck leeches obsess over gathering as much wealth and luck as possible, referring to both collectively as “fortune.” They rarely notice and never care if their acquisition of fortune harms others.

Self-Serving. A luck leech cares first and foremost about itself. If it thinks its life is in danger, it expends any fortune it has to escape, knowing it can’t enjoy its fortune if it’s dead.

Curse: Falling Fortunes

A creature cursed with falling fortunes is plagued with bad luck for 24 hours. While cursed, the creature can’t add its proficiency bonus to any attack rolls or ability checks. If the cursed creature rolls a 20 on an attack roll or an ability check, the curse ends. Alternatively, the curse can be lifted early by a remove curse spell or similar magic.

Section 15: Copyright Notice

Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.

This is not the complete section 15 entry - see the full license for this page