13 June 2016

BONE-LEECHER (BONE VAMPIRE)

Init +0
Melee Atk
 • intersect +0 (1d10 special)
AC 13 (special)
HD 2d8+2
MV fly 40
Act 1d20
SP ethereal
Fort +4
Ref +3
Will +7
AL C

The alien Bone-Leechers arrive from another realm of existence to feed on vertebrates on this world. Here they are ethereal, floating through objects at-will without hindrance, including living creatures. As they pass through living creatures, they impart a bonus of 1d4 Intelligence per round (to a maximum of 5), which fades at one point per round after the intersection ends. The effect is energizing and invigorating to the victim.

They are averse to mithril, however. Clever persons can herd them using mithril items. If they are made to intersect with mithril items of any size, the metal inflicts 1d4 damage to them per round, regardless of the size of the items or the number of attackers. Two or three assailants with mithril devices can effectively entrap a Bone-Leecher, even if they can't completely surround it, as if it can't perceive a direction to move in that would allow it to escape. Use roll-under Luck checks to see if the herders can entrap the creature; as long as any of them succeed in their roll, the creature is held.

They feed by intersecting with the living. While occupying the same space, the Bone-Leecher absorbs nutrients from the bones of its target, making the victim's skeletal structure weaker and weaker from within. The damage rolled is tracked by the Judge, but not applied to the character immediately. The effect of multiple rounds of damage are added together. For every 10 points in total, the character suffers 1 hp of damage, probably not realizing they are being damaged until they start to feel it in this way. Whether the character knows they have taken it or not, this damage heals at a rate of one point per day (however, if the character is suffering from Ability score loss, which also recovers at a rate of 1 point per day, the character cannot recover both Ability score loss and damage from the Bone-Leecher; the Judge may roll randomly to determine which is recovered on any given day). "Hidden" damage can only reach a maximum of the character's total hit points.

Subsequent to taking this damage, if the victim fumbles in combat, is hit by a blunt or bludgeoning weapon for 4 or more points of damage, suffers a fall from any height, is in a vehicle that brakes hard or collides with another object, or is physically impacted in any major way, consult the following chart. The effect represents fractured and broken bones.

Points of Damage / Effect

   1-30
Roll 1d24; the amount rolled is suffered as immediate damage up to the maximum amount unhealed. This heals at a rate of one point per day.

   31-50
Roll 1d50; the amount rolled is suffered as immediate damage, up to the maximum amount unhealed. This heals at a rate of one point per day.

   51+
Roll 1d100; the amount rolled is suffered as immediate damage, up to the maximum amount unhealed. This heals at a rate of one point per day.


• If the victim suffers an impact, but does not 'discharge' all of their "hidden" damage, that damage is healed after the "exposed" damage, and may become exposed by subsequent impacts, falls, fumbles, etc.

• The Judge and player should feel free to invent other hindrances for the character, based on the amount of this damage that is in effect currently.

Lay On Hands Effects: For each die of healing, roll 1d10 and subtract that from not-in-effect damage first, with overflow and subsequent healing results applying to the currently-in-effect damage. Note that the use of LoH to this specific condition assumes the caster is aware of this specific condition. If they are not aware, they cannot target this damage with a LoH.


A dead Bone-Leecher fades back to it's home dimension within 1d3 rounds.


[Presented as an option for the One Page Dungeon Contest entry The Umber Woods from 2016]