Leechwalker (CR 10)
Alignment: Always neutral
Initiative: +0; Senses: all-around vision, darkvision 60 ft., Listen +5, and Spot +8
AC: 12 (+2 natural), touch 10, flat-footed 12
Hit Dice: 13d8+39 (97 hp); DR: 10/piercing or slashing
Fort +11, Ref +4, Will +5
Speed: 30 ft., swim 20 ft.
Space: 5 ft./5 ft.
Base Attack +9; Grapple +13
Attack: 2 tentacle rakes +13 melee
Full Attack: 2 tentacle rakes +13 melee
Damage: Tentacle rake 1d8+4 plus wounding
Special Attacks/Actions: Blood drink, improved grab, wounding
Abilities: Str 18, Dex 11, Con 16, Int -, Wis 13, Cha 7
Special Qualities: immunities, vermin traits
Skills: Hide +3, Listen +5, Move Silently +5, Search +4, Spot +8, and Swim +12
Advancement: 14-26 HD (Medium-size); 27-39 HD (Large)
Climate/Terrain: Any marsh or underground
Organization: Solitary, pair, or gang (3-5)
Monster Manual II
Blood Drink (Ex): A leechwalker can drink the blood from a grabbed victim with a successful grapple check. This attack deals 2d4 points of Constitution drain.
Improved Grab (Ex): If a leechwalker hits an opponent that is its own size or smaller with a tentacle rake attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +13). If it gets a hold, it can use its blood drink ability in the same round. Thereafter, the leechwalker has the option to conduct the grapple normally, or simply use its tentacle to hold the opponent (-20 penalty on grapple check, but the leechwalker is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals tentacle rake and blood drink damage.
Wounding (Ex): A wound resulting from a leechwalker's tentacle rake attack bleeds for an additional 3 points of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding loss (two wounds for 6 points of damage per round, and so on). The bleeding can be stopped only by a successful Heal check (DC 10) or the application of a cure spell or some other healing spell (heal, healing circle, or the like).
All-Around Vision (Ex): A leechwalker can see in all directions at once. Because of this ability, it gains a +4 racial bonus on Search and Spot checks, and it cannot be flanked.
Immunities: Because of the verminous covering of its body, a leechwalker takes half damage from bludgeoning weapons. It is not subject to subdual damage, ability damage, ability drain, or death from massive damage.
Leechwalkers are incapable of sizing up prey, so they fearlessly go straight for the kill, regardless of their opponents' capabilities. They usually try to grab their foes, hoping to drain blood through the thousands of mouths that make up their hides.