b'Leech, Giant Sea \n'b'  Small   monstrosity ,  unaligned  \n'b'  Armor Class  16 (natural armor)  Hit Points  16 (3d6 + 6)  Speed  10 ft., swim 30 ft.\n'b' STATS STR: 14 (+2) DEX:  6 (-2)  CON:  14 (+2)  INT:  1 (-5)  WIS:  8 (-1)  CHA:  1 (-5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Immunities  poison  Condition Immunities   exhaustion ,  poisoned   Senses  blindsense 60 ft. (blind beyond this radius), passive  Perception  9  Languages  \xe2\x80\x93  Challenge  1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Amphibious . The giant sea leech can breathe in air or water. \n'b'  Numbing Bite . The giant sea leech secretes a powerful numbing agent when it bites underwater. Its victim must make a successful DC 14  Wisdom  saving throw to notice that it has a leech attached unless it is being actively sought. \n'b'\n'b' ACTIONS \n'b'\n'b'  Bite .  Melee Weapon Attack : +4 to hit, reach 5 ft., one creature.  Hit : 9 (2d6 + 2) piercing damage and the leech is attached to its target. \n'b'  Life Suck . While the leech is attached to a creature and alive, instead of making a Bite  attack , it sucks the life essence from its victim. The target loses 1d6  hit points  and gains a level of  Exhaustion . The leech gains  hit points  equal to half the loss to the target, increasing its hit point maximum if necessary. A creature can use an action to attempt a DC 13  Strength  check to remove the leech. A successful removal causes 3 (1d6) slashing damage to the target, even if the leech is dead. Alternatively, a dead leech can be removed without causing damage with a successful DC 17  Wisdom  ( Medicine ) check. \n'b'\n'b' ABOUT \n'b' More dangerous than its freshwater cousins, the giant sea leech is about three feet long. Along with blood, this leech sucks out the very essence of life.'