Bloodseeker (3.5e Creature)

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Bloodseeker[edit]

Steel Bloodseeker

CR 10

TN Fine Construct
Init/Senses +2/Listen -, Spot -
AC 33, touch 23, flat-footed 20
hp 40 (1 HD)
Fort/Ref/Will +0/+5/+0
Speed Fly 60 (Perfect)
Melee Bite +10 touch (1d6+5 plus Drain)
Base Atk/Grp +0/+13
Abilities Str 20, Dex 15, Con -, Int -, Wis -, Cha -
SQ DR 10/+2, Fast Healing 3, Immune to Magic, Improved Grapple
Advancement

Mithral Bloodseeker

CR 15

TN Tiny Construct
Init/Senses +5/Listen -, Spot -
AC 48, touch 28, flat-footed 25
hp 40 (1 HD)
Fort/Ref/Will +0/+5/+0
Speed Fly 120 (Perfect)
Melee Bite +13 touch (1d8+10 plus Drain)
Base Atk/Grp +0/+15
Abilities Str 25, Dex 20, Con -, Int -, Wis -, Cha -
SQ DR 15/+3, Haste, Fast Healing 5, Immune to Magic, Improved Grapple, Quickness
Advancement

Adamantine Bloodseeker

CR 20

TN Tiny Construct
Init/Senses +2/Listen -, Spot -
AC 43, touch 23, flat-footed 30
hp 80 (1 HD)
Fort/Ref/Will +0/+2/+0
Speed Fly 60 (Perfect)
Melee Bite +10 touch or +18 (1d10+10 plus Drain)
Base Atk/Grp +0/+18
Abilities Str 30, Dex 15, Con -, Int -, Wis -, Cha -
SQ DR 20/Adamantine and +5, Fast Healing 7, Immune to Magic, Improved Grapple
Advancement

Obdurium Bloodseeker

CR 30

TN Tiny Construct
Init/Senses +2/Listen -, Spot -
AC 53, touch 23, flat-footed 40
hp 120 (1 HD)
Fort/Ref/Will +0/+2/+0
Speed Fly 60 (Perfect)
Melee Bite +10 touch or +23 (2d6+22 plus Drain)
Base Atk/Grp +0/+23
Abilities Str 40, Dex 15, Con -, Int -, Wis -, Cha -
SQ DR 30/Obdurium and Epic, Fast Healing 10, Immune to Magic, Improved Grapple
Advancement

Aurorum Bloodseeker

CR 30

TN Fine Construct
Init/Senses +2/Listen -, Spot -
AC 33, touch 23, flat-footed 20
hp 40 (1 HD)
Fort/Ref/Will +0/+5/+0
Speed Fly 120 (Perfect)
Melee Bite +10 touch (1d6+7 plus Drain)
Base Atk/Grp +0/+13
Abilities Str 20, Dex 15, Con -, Int -, Wis -, Cha -
SQ DR 10/Magic, Fast Healing 30, Immune to Magic, Improved Grapple, Reform, Quickness
Advancement

Force Bloodseeker

CR 45

TN Tiny Construct
Init/Senses +10/Listen -, Spot -
AC 68, touch 28, flat-footed 50
hp 180 (1 HD)
Fort/Ref/Will +0/+10/+0
Speed Fly 200 (Perfect)
Melee Bite +18 touch or +28 (6d6+30 plus Drain)
Base Atk/Grp +0/+33
Abilities Str 50, Dex 30, Con -, Int -, Wis -, Cha -
SQ DR 40/Epic and Force, Fast Healing 15, Haste, Immune to Magic, Improved Grapple, Indestructible, Quickness
Advancement

Bloodseekers have a +16 racial bonus to Grapple checks.

Damage Reduction: Bloodseekers have damage reduction, corresponding to their material.

Drain: If a Bloodseeker succesfully pins an enemy, it feeds its "tounge" up the victim's veins, slowly gaining domain in the victim's entire body, and begins draining blood. It deals 1d6 damage per round per round of draining (1d6 the first round, 2d6 the second, and so on), and imposes a penalty to skill checks, attack rolls and saves equal to Constitution damage dealt that round. In addition, the target cannot cast magic or be affected by magic while a Bloodseeker pins it. Finally, a bloodseeker pinning a victim has an 80% miss chance, and if any attack misses it hits the victim instead.

Haste: Some Bloodseekers are under a continual Haste effect, as the spell.

Immune to Magic: Bloodseekers are 100% immune to magic and psionics.

Improved Grapple: If a Bloodseeker successfully makes a bite attack, it can start a grapple without taking an attack of opportunity.

Faste Healing: Bloodseekers repair themselves over time.

Indestructible: Force Bloodseekers are essentially impossible to destroy. Upon taking damage equal to its hit points or more, it becomes inert, but continues Regenerating, and upon reaching positive hitpoints becomes active once again. The only way to truly destroy a Force Bloodseeker is to use one Wish to remove its immunity to magic, another to remove its invulnerability, and a third to kill it.

Reform: Aurorum Bloodseekers can repair themselves even better than most other bloodseekers - even after destruction, they continue attempting to reform. Pieces of an Aurorum Bloodseeker move towards each other at half the original's speed, and upon reaching eachother Fast Heal until at positive hitpoints or separated. If blocked, the piece will attack anything in its way, making half damage, half attack bonus bite attacks. The only way to destroy the bloodseeker completely is to melt it in a volcano, which will permanently scatter the tiny fragments of the bloodseeker.

Quickness: Some Bloodseekers are unnaturally fast - these gain an extra Standard action each round.

Strategies and Tactics[edit]

Bloodseekers immediately leap at the strongest caster in the area, making a charging bite attack. Then (after grappling) they simply cling to their victim until they are dead, then leap at the next caster.

Sample Encounters[edit]

Bloodseekers are almost always found under control of their maker. Generally, this benefactor will keep them to counter strong opposing mages, and as such they attack with their master. Add it to any powerful "boss" type caster of a similar level.

Ecology[edit]

Environment: Bloodseekers are strictly bound to their masters, residing where they would choose to be sent.

Typical Physical Characteristics: Bloodseekers, as their name would suggest, are made of obdurium - a violet-tinged metal harder than adamantine. They look similar to a tiny beartrap, but looking within their "mouth" reveals a coiled tounge type appendage, lined with razor-sharp ridges and with an impossibly sharp point.

Alignment: Bloodseekers are mindless and as such have no alignment.

How to Create a Bloodseeker[edit]

Generally, all statistics are of the Steel Bloodseeker, with the following exceptions:

  • Strength and Flatfooted Armor Class equals hardness of the material +10 (this is natural armor).
  • "Fast" materials, essentially any material that is lighter than normal or provides a higher dexterity cap in armor, have a dexterity of 20. All others have a dexterity of 15.
  • "Fast" materials also have Haste, Quickness or both.
  • Damage Reduction equals Hardness and is /+(CR/4), or /Epic if CR>20, and if the material is exceptionally sturdy, add "and (material)"
  • Fast Healing equals CR/3, round to the nearest.
  • Hit Points are equal to two inches of the material.
  • Adaptions of the base's special abilities (for example, overcoming DR as Good would make Alignment NG, and the bite attack should overcome DR as Good, Ice should deal some sort of Cold damage, Serrated should deal more damage on a bite)

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