BloodsiphonCreature 4
Source Pathfinder #163: Ruins of Gauntlight
Perception +10 (tremorsense (imprecise) 30 feet)
Languages Aklo, Cannot Speak Any Language
Skills Athletics +12
Str +4, Dex +1, Con +3, Int -2, Wis +3, Cha -2
AC 19; Fort +11; Reflex +7; Will +11;
HP 80 (void healing)
Speed 10 feet (swim 20 feet)
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses Slashing 5
Mouth
+14 (+9, +4) to hit 2d8+6 PiercingTremorsense 30 feet
Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Death Burst (occult)When the bloodsiphon dies, its body explodes in a cloudy red burst of necrotic dried blood in a 20-foot area.
Creatures in range must attempt a DC 21 reflex save.
Critical Success The creature is unaffected.
Success The creature takes 2d6 void damage.
Failure The creature takes 4d6 void damage.
Critical Failure The creature takes 6d6 void damage and is Enfeebled 2 for 1 hour.
Void HealingA creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Blood Drain
Requirements The bloodsiphon has a creature Grabbed or Restrained
Effect The bloodsiphon drains blood from the creature it has grabbed. This deals 4d4 untyped damage and the bloodsiphon grows temporarily moist and slimy as it regains 8 healing Hit Points, gaining any excess as temporary Hit Points that last for 1 minute.
A creature that has its blood drained by the bloodsiphon is Drained 1 until it receives any type of healing.
Grab
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
AmphibiousAn amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.
UndeadOnce living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.