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BloodsiphonCreature 4

Source Pathfinder #163: Ruins of Gauntlight
Perception +10 (tremorsense 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 (negative healing)
Speed 10 feet (swim 20 feet)
Immunities death effects, disease, paralyzed, poison, unconscious
Weaknesses Slashing 5

Mouth One Action +14 (+9, +4) to hit 2d8+6 Piercing
Spittle One Action +11 (+6, +1) to hit (range 30) 3d6 Negative

Tremorsense 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.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Death Burst (aura, necromancy, occult)

20-foot area Aura

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 negative damage.

Failure The creature takes 4d6 negative damage.

Critical Failure The creature takes 6d6 negative damage and is Enfeebled 2 for 1 hour.

Blood Drain One Action

Requirements The bloodsiphon has a creature Grabbed or Restrained

Effect The bloodsiphon drains blood from the creature it has grabbed. This deals 4d4 damage and the bloodsiphon grows temporarily moist and slimy as it regains 8 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 One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.

Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.



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.


An 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.