TurkekCreature 7
Source Pathfinder #176: Lost Mammoth Valley
Perception +12 (bloodsense (imprecise) 30 feet, darkvision)
Languages Common, Draconic, Hallit, Necril
Skills Arcana +17, Athletics +14, Deception +10, Intimidation +12, Stealth +13
Str +3, Dex +2, Con +2, Int +4, Wis +1, Cha +1
AC 23; Fort +16; Reflex +16; Will +14; +2 circumstance to all saves vs. disease
HP 100 (negative healing)
Speed 25 feet
Fangs +16 (+11, +6) to hit (grapple, unarmed) 1d6+5 Piercing
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.
+2 Circumstance to All Saves vs. DiseaseNegative HealingA 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.
ClotTrigger Turkek takes persistent bleed damage
Effect Turkek's blood hardens, sealing her wounds. Turkek automatically passes her next flat check to recover from the triggering persistent bleed damage.
Sanguine Aura (arcane, aura, necromancy)Aura 30 feet.
Around Turkek, wounds heal slowly and blood flows faster. The flat check to stop persistent bleed damage is DC 16, rather than DC 15. In addition, each time a creature in the emanation takes persistent bleed damage, it takes 1d6 additional bleed damage.
Blood LetRequirements Turkek's last action was a fang Strike that hit the target
Effect Turkek rips her fangs across one of the target's arteries or veins, dealing an additional 1d6+5 slashing damage.
Siphon BloodRequirements A creature within Turkek's sanguine aura is taking persistent bleed damage
Effect Turkek draws her enemy's blood into her own body to heal her wounds. She regains 7 Hit Points.
Arcane Prepared Spells (DC 25, +17 to hit)
Cantrips (4th Level): Detect Magic, Ghost Sound, Mage Hand, Shield, Telekinetic Projectile
1st Level: Grim Tendrils, Mage Armor, Ray of Enfeeblement
2nd Level: Blood Vendetta, Bone Spray, False Life, Invisibility, Spider Climb
3rd Level: Bind Undead
4th Level: Sanguine Mist
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.
DhampirA creature with this trait is a member of the dhampir ancestry. These humanoids are the mortal offspring of vampires and members of other ancestries.
HumanA creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.