Lampreys are an ancient extant lineage of jawless parasitic fish. The adult lamprey may be characterized by a toothed, funnel-like sucking mouth. Lampreys feed by boring into the flesh of other creatures to suck their blood (draining 2 points of blood per round per hit die). Adults superficially resemble eels in that they have scaleless, elongated bodies. Lacking paired fins, adult lampreys have large eyes, one nostril on the top of the head, and seven gill pores on each side of the head.
The adults spawn in nests of sand, gravel and pebbles in clear streams, and after hatching from the eggs, young larvae—called ammocoetes—will drift downstream with the current till they reach soft and fine sediment in silt beds, where they will burrow in silt, mud and detritus, taking up an existence as filter feeders, collecting detritus, algae, and microorganisms until large enough find prey.
Neutral Small Animal (aquatic, fish) (1-ft. to 3-ft. long)
FREQUENCY: Uncommon
NO. APPEARING: 1-2
SURPRISE: 33%
SENSES: night vision; scent
ARMOR CLASS: 7
SPEED: Swim 120 ft.
HIT DICE: 1 + 2 (hp 6)
% IN LAIR: nil
TREASURE TYPE: nil
ATTACK AC 0: 18
MELEE: bite (1d2) plus grab
SPECIAL ATTACKS: blood drain (2), grab; Hits As: normal
SPECIAL DEFENSES: mindless (+2)
WEAKNESS: mindless
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: I (XP 40 or 28+2 per h.p.)
Grab. A lamprey that successfully bites prey will automatically grapple and, beginning next round, will cause 2 points of blood drain damage per round.
Blood Drain. An attached lamprey will cause 2 points of blood drain damage each round
Neutral Man-sized Monster (aquatic, animal, fish) (5-ft. to 7-ft. long)
FREQUENCY: Rare
NO. APPEARING: 1-4
SURPRISE: 33%
SENSES: night vision; scent
ARMOR CLASS: 6
SPEED: Swim 90 ft.
HIT DICE: 5 (hp 22)
% IN LAIR: nil
TREASURE TYPE: nil
ATTACK AC 0: 15
MELEE: bite (1d6) plus grab
SPECIAL ATTACKS: blood drain (10), grab; Hits As: +1
SPECIAL DEFENSES: mindless (+2)
WEAKNESS: mindless
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: IV (XP 275 or 165+5 per h.p.)