I hope you enjoy the bloodbag, and I should be back with a new monster next week. Thanks for reading!
This pool of blood coalesces
into a vaguely humanoid form; a thin membrane contains the fluid.
Bloodbag CR 6
XP 2,400
NE Medium ooze
Init +2; Senses blindsight 60 ft.; Perception +0
DEFENSE
AC 12, touch 12,
flat-footed 10 (+2 Dex)
hp 85 (9d8+45)
Fort +8, Ref +5, Will +3
DR 5/slashing; Immune ooze traits; Resist fire 10
Weaknesses
vulnerable to negative energy
OFFENSE
Speed 20 ft.
Melee slam +12
(3d6+9 plus grab)
Special Attacks
blood drain (1d2 Con), self-destruction
STATISTICS
Str 23, Dex 14, Con 21, Int 5, Wis 10, Cha 8
Base Atk +6; CMB +12 (+16 grapple); CMD 24 (can't be tripped)
Skills Stealth
+11
SQ camouflage,
compression
ECOLOGY
Environment any
land
Organization
solitary, pair, or blood bank (3–6)
Treasure none
SPECIAL ABILITIES
Blood Drain (Ex) A
bloodbag drains blood at the end of its turn if it grapples a foe, inflicting
the listed Constitution damage. It also gains 5 temporary hit points as it
incorporates the blood into its mass. These temporary hit points last for a
maximum of 1 hour.
Camouflage (Ex) Since
a bloodbag looks like a pool of blood what at rest, a DC 20 Perception check is
required to notice it before it attacks for the first time. A creature with
ranks in Heal can use that skill instead of Perception to notice the bloodbag.
Self-Destruction (Ex)
As a standard action, a bloodbag can rupture its membrane and explosively
release blood in a 10-foot radius. All creatures within range are afflicted with
bloodbag hemorrhagia (which also affects undead creatures that drain
blood) and must succeed at a DC 19 Reflex save or become blind
for 1d4 rounds. The bloodbag is still alive after this self-destruction, albeit
with half its current hp. To utterly destroy a discorporate bloodbag, it must take
damage equal to its hp plus its current Con from area of effect spells or
effects. Otherwise, the bloodbag returns 24 hours later fully healed.
Bloodbag
Hemorrhagia Self-Destruction—contact; save
Fort DC 19; onset 1 day; frequency 1/day; effect 1d4 Con damage, victim takes 1 point of bleed damage after
taking damage from a piercing or slashing weapon; cure 2 consecutive saves.
The result of a misguided attempt to create a counter to blood-drinking
undead by infecting them with a hemorrhagic disease, bloodbags proved
ineffective at their intended objective. Instead, they compete with bloodsucking
creatures in order to grow and reproduce. Bloodbags have a thin, coagulated
membrane that protects them from all but the sharpest weapons. The membrane is
porous enough to allow them to absorb blood from victims they have entangled in
their mass.
In heavily trafficked areas, bloodbags remain near dead
victims to add to the pretense as a pool of blood. They don’t take treasure, so
they benefit from the curious or greedy who search the body for money or other
items and pay little attention to the fact that the victims are nearly exsanguinated.
Bloodbags self-destruct as a defense and reproduction mechanism, inflicting
their attackers with a hemorrhagic disease, the bleeding from which typically
spawns new bloodbags. If nothing is done about the blood droplets created by a self-destructed
bloodbag, it reforms after a day to continue its hunt for blood.