Tainted Blood [3.5e Creature]
Hit Dice:1d10-1(4 HP)
Speed: 20 ft., climb 20 ft., swim 20 ft. (4 squares)
Armor Class:16 (+3 Dex, +1 natural, +2 size), touch 15, flat-footed 13
Attack: Tendril +5 (1d2–2 plus poison)
Full Attack: Tendril +5 (1d2–2 plus poison)
Space/Reach:2-1/2 ft./0 ft.
Special Attacks: Poison
Special Qualities: Ooze Traits, Scent
Saves: Fort -1, Ref +3, Will +1
Abilities: Str 4, Dex 17, Con 8, Int -, Wis 13, Cha 2
Environment: Any Underground
Advancement:2-3 (Small), 4-5 (Medium)
An ooze made from a mixture of blood and the ambient positive energy in the air. As such they are often seen in slums where there are a lot of fights and a huge amount of people.
They're only thoughts are of feeding on more blood as they can only survive by feeding on the residual positive energy within the sanguine fluid.
When in combat it partially solidifies part of its body into a sanguine tendril which it uses to attack its foes. The bloody body of the ooze is toxic to the touch and poisons anyone hit by its strikes.
Poison (Ex): A Sanguine Venom has a poisonous tendril that deals initial and secondary damage of 1d6 Con. The save DC is 10. The save DCs are Constitution-based.
Sanguine Venoms are acceptable choices for a Familiar. They act as a normal familiar and its type is changed to Magical Beast.
A master with a Sanguine Venom familiar gains +2 bonus on fortitude saves.
Last edited by Milo v3 : 03-18-2012 at 07:00 AM.