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VitaliaCreature 18


RareNLargeAberrationAquaticMindless
Source Pathfinder #155: Lord of the Black Sands
Perception +30 (bloodsense (precise) 30 feet, tremorsense (imprecise) 60 feet, no vision)
Languages none
Skills Athletics +33
Str +7, Dex +5, Con +9, Int -5, Wis +0, Cha +0

AC 39; Fort +35; Reflex +25; Will +24;
HP 425 (fast healing 20)
Speed 15 feet (swim 30 feet)
Immunities unconscious, bleed, mental, sleep, visual

Vein One Action +33 (+28, +23) to hit (mental, reach 15) 4d8+15 Bludgeoning
Blood Squirt One Action +33 (+28, +23) to hit (acid, mental, range increment 40) 3d10 Bludgeoning + 3d10 Acid

Tremorsense (Imprecise) 60 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.

Bloodsense (Precise) 30 feet

The vitalia can detect any creatures that have a heartbeat.

No VisionAt-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Fast Healing 20

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Blood Eruption Reaction

Trigger A creature lands a critical hit with a melee Strike against the vitalia


Effect The vitalia sprays blood at the triggering creature. The creature must succeed at a DC 39 reflex save or become Dazzled for 1 round (or Blinded for 1 round on a critical failure).

Constrict One Action

4d8+10 bludgeoning damage, DC 37 basic fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Forced Transfusion One Action

Requirements The vitalia is Grabbing a creature


Effect The vitalia inserts some of its veins into the grabbed creature and pumps violently, rapidly exchanging the victim's blood with its own. Any diseases or poisons affecting the vitalia can be transmitted to the target creature, which must make a saving throw as though it had just been targeted with the original affliction. The inverse is true as well; the vitalia must successfully save against any diseases or poisons affecting the target or contract the affliction.

Sanguine Rain Two Actions (necromancy, occult)

Frequency once per day


Effect The vitalia pumps copious amounts of blood into the air, creating a cascading rain of vital fluids in a 15-foot emanation.

All creatures in the area are concealed from one another. A creature that benefits from consuming blood (such as bloodseekers or vampires) gains Fast Healing 10 while in the area. While in the area, a creature taking Persistent Bleed Damage cannot end that condition, even if it spends actions to attempt a flat check to do so.

The rain lasts for 1 minute.

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.


Occult Innate Spells (DC 36, +28 to hit)

2nd Level: Status (At Will)
3rd Level: Vampiric Touch
6th Level: Vampiric Exsanguination


Foul occult magic, rare alchemical reagents, and copious amounts of spilled blood are the keys to creating a vitalia-also known as a heart horror-though thankfully the exact means of their creation has been long forgotten.

Now, most vitalias now come into being by sheer accident. This unusual life-form cannot live without regular contact with blood, much like how fish cannot live long outside of water. Because of this, vitalias are rarely found outside the lairs of mad alchemists or wizards, living in pools of the life-giving substance. Physically, a vitalia somewhat resembles a blood-red giant jellyfish, though it also bears some semblance to a giant human heart.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.