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Giant Lampreyby Jamie Baty
BMSII 13, 14, 19
Large Animal (Aquatic)
Hit Dice: 3d8+18 (31 hp)
Initiative: +2 (+2 Dex)
Speed: swim 30 ft. (6 squares)
Armour Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +2/+11
Attack: Bite +6 melee (1d8 +5 plus Blood Drain)
Full Attack: Bite +6 melee (1d8 +5 plus Blood Drain)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Blood drain, improved grab
Special Qualities: Low-light vision
Saves: Fort +8, Ref +5, Will -2
Abilities: Str 20, Dex 15, Con 20, Int 1, Wis 5, Cha 4
Skills: Listen +0, Spot +0, Swim +13
Feats: Die hard (B), Endurance, Toughness
Environment: Any aquatic
Organisation: Solitary, Pair, or Gang (2-5)
Challenge Rating: 2
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Level Adjustment: -
These are just bigger and meaner versions of the normal lamprey. They can very quickly kill their hosts if they are not careful, and, as a result, they must change hosts quite often. When encountered without hosts, they are likely to be very hungry.
Just like its smaller brother, giant lampreys bite and suck blood. Unfortunately for anything they encounter, they are a whole lot better at it.
Blood Drain (Ex): A giant lamprey that has attached to another creature may automatically cause 1d4 Constitution damage each round for blood loss, in addition to its normal bite damage.
Improved Grab (Ex): If a giant lamprey hits with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the giant lamprey attaches to the victim and may automatically cause bite damage and Blood Drain each round it maintains the hold.
Skills: Giant lampreys have a +8 racial bonus on any Swim check to perform some action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.