Land Lamprey

Land Lamprey

This creature is a 3-foot-long, blackish-green eel with a large mouth lined with sharpened teeth that look as if they’d be hard to extract from flesh once they were sunken in.

Land Lamprey

XP 50 ()

Unaligned Small

Initiative +2


AC 12

hp: 2 (1d6 –1)

Vulnerability: Fire damage


Speed: 40 ft.

Melee Attack—Bite: +4 to hit (reach 5 ft.; one creature). Hit: 1d4 + 2 piercing damage and the lamprey enters the target’s space and attaches itself to the target. While attached, the lamprey doesn’t attack but automatically inflicts 1d4 + 2 piercing damage at the start of its turn. The lamprey can’t move on its own while attached, but it moves with the other creature. To get free from the lamprey, the target creature uses its action to make aStr (Athletics) check contested by the lamprey’s Dex check. The lamprey has tactical advantage on this check. It can’t use its bite attack again until it is pulled free or it releases the target, either of which automatically moves it out of that creature’s space. A lamprey detaches immediately if it caused 5 or 6 damage that turn.


Str 6 (–2), Dex 14 (+2), Con 9 (–1),

Int 1 (–5), Wis 10 (+0), Cha 2 (–4)

Languages: None

Senses: Tremorsense 60 ft.


Environment: Temperate land or

Organization: Solitary, pack (2–5), or swarm (6–11)

Land lampreys can be found in all but the hottest and the coldest environments. They prefer the darkness and dampness of the world and are most often encountered there, but they also hunt on the surface near fissures and that lead into deeper realms.

A school of land lampreys wriggling across the ground as if they’re swimming can be a startling sight the first time they’re encountered. Some people find them amusing, even comical, until the creatures leap onto people, bite through their clothing and armor, and start sucking out a person’s blood, fluids, and other organs. Thankfully, they hate fire, and will often release a victim if they’re struck with a torch—assuming the fire doesn’t kill the creature outright.