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Normal Lampreyby Jamie Baty
BMSII 13, 14, 19
Small Animal (Aquatic)
Hit Dice: 1/4d8+3 (4 hp)
Initiative: +3 (+3 Dex)
Speed: swim 40 ft. (8 squares)
Armour Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +0/-4
Attack: Bite +1 melee (1d4 plus Blood Drain)
Full Attack: Bite +1 melee (1d4 plus Blood Drain)
Space/Reach: 5 ft. / 0 ft.
Special Attacks: Blood drain, improved grab
Special Qualities: Low-light vision
Saves: Fort +5, Ref +5, Will -3
Abilities: Str 10, Dex 17, Con 16, Int 1, Wis 5, Cha 4
Skills: Hide +7, Listen -1, Spot -1, Swim +8
Feats: Die hard (B), Endurance
Environment: Any aquatic
Organisation: Solitary, Pair, or Swarm (5-20)
Challenge Rating: 1/4
Alignment: Always neutral
Advancement: 1/2-1 HD (Small)
Level Adjustment: -
Similar to eels, lampreys are evolutionary primitive creatures. They survive by attaching themselves to creatures and living parasitically off of them. They prefer large creatures that can sustain them for great lengths of time, but will attack anything if it needs nourishment.
Bite. Attach. Drain blood. That is all these creatures know how to do. They are stubborn as well, and have little instinct for self-preservation.
Blood Drain (Ex): A lamprey that has attached to another creature may automatically cause an additional 1d4 hp of damage each round for blood loss, in addition to its normal bite damage.
Improved Grab (Ex): If a 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 lamprey attaches to the victim and may automatically cause bite damage and Blood Drain each round it maintains the hold.
Skills: 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.