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Barbed BloodseekerCreature 1


UncommonNTinyAnimal
Source Pathfinder Society Scenario #1-02: The Mosquito Witch
Perception +8 (darkvision, scent (imprecise) 60 feet)
Languages none
Skills Acrobatics +8, Stealth +8
Str -3, Dex +4, Con +0, Int -5, Wis +1, Cha -2

AC 18; Fort +7; Reflex +10; Will +5;
HP 18
Speed 10 feet (fly 30 feet)

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise) 60 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Attach

When a barbed bloodseeker hits a target larger than itself, its barbed legs attach it to that creature. This is similar to Grabbing the creature, but the bloodseeker moves with that creature rather than holding it in place.

The bloodseeker is Flat-Footed while attached. If the bloodseeker is killed or pushed away while attached to a creature it has drained blood from, that creature takes 1 Persistent Bleed Damage. Escaping the attach or removing the bloodseeker in other ways doesn't cause bleed damage.

Blood Drain One Action

Requirements The bloodseeker is attached to a creature.


Effect The bloodseeker uses its proboscis to drain blood from the creature it's attached to. This deals 1d6 damage, and the bloodseeker gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a bloodseeker is Drained 1 until it receives healing (of any kind or amount).



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.