A water leaper's sting causes dangerous shards too tiny for the eye to see to break off into the target's flesh and cause bleeding. A successful DC 15 Heal check stops the bleeding and removes the fragments. However, magical and supernatural healing of any kind doesn't stop the bleeding and instead seals the fragments within the wound, increasing the bleed damage to 1d4 points and the Heal DC to stop the bleeding to 20. Further such healing still doesn't stop the bleed effect, but also doesn't increase the damage or Heal DC further.