Rain Leech

Medium • Plant • Unaligned

Armor Class 13

Hit Points 105 (14d8 + 42)

Speed 20 ft.

Initiative -2 (8)

STRDEXCONINTWISCHA
17 (+3)7 (-2)16 (+3)2 (-4)11 (+0)5 (-3)

Damage Resistances cold

Damage Immunities fire

Condition Immunities blinded, deafened

Senses blindsight 60 ft., passive Perception 10

Languages -

CR 9 (XP 5,000; PB +4)

Leech. Whenever the rain leech deals damage, it gains temporary hit points equal to half the damage dealt. Temporary hit points gained this way can stack up to a maximum of 30.

Plant Killer. The rain leech deals double damage to plants and Plant creatures.

Rain Eater. Mundane rain in a 300-foot emanation originating from the rain leech evaporates immediately. Further, no water can be magically created in that area.

Unusual Nature. The rain leech doesn't require air.

ACTIONS

Multiattack. The rain leech makes two Drying Touch attacks.

Drying Touch. Melee Weapon Attack: +7, reach 10 ft. Hit: 21 (4d8 + 3) necrotic damage, and the target's maximum hit points are reduced by an amount equal to half the damage dealt. For every 5 temporary hit points the rain leech has, this attack deals an additional 1d6 necrotic damage.

Moisture Leech (Recharge 5-6). Constitution Saving Throw: DC 15, each creature in a 30-foot cone. Failure: 22 (4d10) necrotic damage, and the target's hit die maximum is reduced by 1d4 until it finishes two long rests. Success: Half damage.

Rain Leech

Medium • Plant • Unaligned

Armor Class 12

Hit Points 71 (11d8 + 22)

Speed 20 ft.

Initiative -2 (8)

STRDEXCONINTWISCHA
15 (+2)7 (-2)14 (+2)2 (-4)10 (+0)5 (-3)

Damage Resistances cold

Damage Immunities fire

Condition Immunities blinded, deafened

Senses blindsight 60 ft., passive Perception 10

Languages -

CR 6 (XP 2,300; PB +3)

Leech. Whenever the rain leech deals damage, it gains temporary hit points equal to half the damage dealt. Temporary hit points gained this way can stack up to a maximum of 20.

Plant Killer. The rain leech deals double damage to plants and Plant creatures.

Rain Eater. Mundane rain in a 300-foot emanation originating from the rain leech evaporates immediately. Further, no water can be magically created in that area.

Unusual Nature. The rain leech doesn't require air.

ACTIONS

Multiattack. The rain leech makes two Drying Touch attacks.

Drying Touch. Melee Weapon Attack: +5, reach 10 ft. Hit: 15 (3d8 + 2) necrotic damage, and the target's maximum hit points are reduced by an amount equal to half the damage dealt. For every 5 temporary hit points the rain leech has, this attack deals an additional 1d6 necrotic damage.

Moisture Leech (Recharge 5-6). Constitution Saving Throw: DC 13, each creature in a 30-foot cone. Failure: 16 (3d10) necrotic damage, and the target's hit die maximum is reduced by 1d4 until it finishes two long rests. Success: Half damage.

Rain Leech

Medium • Plant • Unaligned

Armor Class 15

Hit Points 144 (17d8 + 68)

Speed 20 ft.

Initiative -2 (8)

STRDEXCONINTWISCHA
19 (+4)7 (-2)18 (+4)2 (-4)12 (+1)5 (-3)

Damage Resistances cold

Damage Immunities fire

Condition Immunities blinded, deafened

Senses blindsight 60 ft., passive Perception 11

Languages -

CR 12 (XP 8,400; PB +4)

Leech. Whenever the rain leech deals damage, it gains temporary hit points equal to half the damage dealt. Temporary hit points gained this way can stack up to a maximum of 40.

Plant Killer. The rain leech deals double damage to plants and Plant creatures.

Rain Eater. Mundane rain in a 300-foot emanation originating from the rain leech evaporates immediately. Further, no water can be magically created in that area.

Unusual Nature. The rain leech doesn't require air.

ACTIONS

Multiattack. The rain leech makes two Drying Touch attacks.

Drying Touch. Melee Weapon Attack: +9, reach 10 ft. Hit: 26 (5d8 + 4) necrotic damage, and the target's maximum hit points are reduced by an amount equal to half the damage dealt. For every 5 temporary hit points the rain leech has, this attack deals an additional 1d6 necrotic damage.

Moisture Leech (Recharge 5-6). Constitution Saving Throw: DC 16, each creature in a 30-foot cone. Failure: 27 (5d10) necrotic damage, and the target's hit die maximum is reduced by 1d4 until it finishes two long rests. Success: Half damage.

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.