Goo Leech

Small • Ooze • Unaligned

Armor Class 7

Hit Points 67 (9d6 + 36)

Speed 10 ft., climb 10 ft.

Initiative -3 (7)

STRDEXCONINTWISCHA
14 (+2)5 (-3)16 (+3)2 (-4)7 (-2)3 (-4)

Damage Resistances acid, cold, fire, poison

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, restrained

Senses blindsight 60 ft., passive Perception 8

Languages

CR 1 (XP 200; PB +2)

A slimy, slug-like creature dripping with purple and green ooze, its mouth gaping open.

Amorphous. The leech can move through a space as narrow as 1 inch without expending extra movement to do so.

Magic Resistance. The leech has advantage on saving throws against spells and other magical effects.

Spider Climb. The leech can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Unusual Nature. The leech doesn't require air or sleep.

ACTIONS

Pseudopod. Melee Weapon Attack: +4 (with advantage against creatures affected by its Latch On), reach 5 ft. Hit: 12 (3d6 + 2) acid damage.

Latch On. Dexterity Saving Throw: DC +13, one creature the leech can see within 5 feet of it. Failure: The leech attaches to the target. While attached, at the start of each of the target's turns, the target must expend one spell slot. If the target doesn’t have spell slots, it instead must expend one hit die. The leech gains temporary hit points equal to twice the expended spell slot or to twice the number rolled on the hit dice.
The attached leech moves with the target whenever the target moves, requiring none of the leech's movement. The leech can detach itself by spending 5 feet of its movement on its turn. Otherwise, the leech can only be detached by killing it.

Goo Leech

Small • Ooze • Unaligned

Armor Class 7

Hit Points 9 (2d6 + 2)

Speed 10 ft., climb 10 ft.

Initiative -3 (7)

STRDEXCONINTWISCHA
11 (+0)5 (-3)12 (+1)2 (-4)7 (-2)3 (-4)

Damage Resistances acid, cold, fire, poison

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, restrained

Senses blindsight 60 ft., passive Perception 8

Languages

CR 1/8 (XP 25; PB +2)

A slimy, slug-like creature dripping with purple and green ooze, its mouth gaping open.

Amorphous. The leech can move through a space as narrow as 1 inch without expending extra movement to do so.

Magic Resistance. The leech has advantage on saving throws against spells and other magical effects.

Spider Climb. The leech can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Unusual Nature. The leech doesn't require air or sleep.

ACTIONS

Pseudopod. Melee Weapon Attack: +2 (with advantage against creatures affected by its Latch On), reach 5 ft. Hit: 3 (1d6) acid damage.

Latch On. Dexterity Saving Throw: DC +10, one creature the leech can see within 5 feet of it. Failure: The leech attaches to the target. While attached, at the start of each of the target's turns, the target must expend one spell slot. If the target doesn’t have spell slots, it instead must expend one hit die. The attached leech moves with the target whenever the target moves, requiring none of the leech's movement. The leech can detach itself by spending 5 feet of its movement on its turn. Otherwise, the leech can only be detached by killing it.

Goo Leech

Small • Ooze • Unaligned

Armor Class 7

Hit Points 32 (5d6 + 15)

Speed 10 ft., climb 10 ft.

Initiative -3 (7)

STRDEXCONINTWISCHA
16 (+3)5 (-3)18 (+4)2 (-4)7 (-2)3 (-4)

Damage Resistances acid, cold, fire, poison

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, restrained

Senses blindsight 60 ft., passive Perception 8

Languages

CR 4 (XP 1,100; PB +2)

A slimy, slug-like creature dripping with purple and green ooze, its mouth gaping open.

Amorphous. The leech can move through a space as narrow as 1 inch without expending extra movement to do so.

Magic Resistance. The leech has advantage on saving throws against spells and other magical effects.

Spider Climb. The leech can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Unusual Nature. The leech doesn't require air or sleep.

ACTIONS

Pseudopod. Melee Weapon Attack: +5 (with advantage against creatures affected by its Latch On), reach 5 ft. Hit: 25 (4d10 + 3) acid damage.

Latch On. Dexterity Saving Throw: DC +14, one creature the leech can see within 5 feet of it. Failure: The leech attaches to the target. While attached, at the start of each of the target's turns, the target must expend one spell slot. If the target doesn’t have spell slots, it instead must expend one hit die. The leech gains temporary hit points equal to three times the expended spell slot or to twice the number rolled on the hit dice.
The attached leech moves with the target whenever the target moves, requiring none of the leech's movement. The leech can detach itself by spending 5 feet of its movement on its turn. Otherwise, the leech can only be detached by killing it.

QUICK REFERENCE

USING MONSTER VARIANTS

Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.

Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.

Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.