b'Luck Leech \n'b'  Medium   fey ,  neutral evil  \n'b'  Armor Class  17 (studded leather)  Hit Points  150 (20d8 + 60)  Speed  30 ft.\n'b' STATS STR: 14 (+2) DEX:  21 (+5)  CON:  16 (+3)  INT:  17 (+3)  WIS:  14 (+2)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  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) \n'b' Special Traits \n'b'\n'b'  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\xe2\x80\x99t have more than 4 luck points at a time. \n'b'  Reserve of Fortune . If the luck leech doesn\xe2\x80\x99t have 4 luck points at sunset, it gains 2 luck points. It can\xe2\x80\x99t 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\xe2\x80\x99t expend luck points. \n'b'  Turn Luck . As a bonus action, the luck leech can spend 1 luck point to:\n'b'\n'b'\n'b' Gain advantage on its next  attack  or saving throw \n'b' Cast  misty step  \n'b' Increase the necrotic damage of its next successful biting arms  attack  by an extra 9 (2d8) \n'b' 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. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The luck leech makes two biting arm attacks. \n'b'  Biting Arms .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 18 (3d8 + 5) piercing damage plus 9 (2d8) necrotic damage. \n'b'  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\xe2\x80\x99t  blinded  or cursed. For each creature that fails this saving throw, the luck leech gains 1 luck point. \n'b'\n'b' About \n'b' 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. \n'b' 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. \n'b'  Amassing fortune . Luck leeches obsess over gathering as much wealth and luck as possible, referring to both collectively as \xe2\x80\x9cfortune.\xe2\x80\x9d They rarely notice and never care if their acquisition of fortune harms others. \n'b'  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\xe2\x80\x99t enjoy its fortune if it\xe2\x80\x99s dead. \n'b' Curse: Falling Fortunes \n'b' A creature cursed with falling fortunes is plagued with bad luck for 24 hours. While cursed, the creature can\xe2\x80\x99t 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.'