Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Blood Eruption [Reaction]
Circumstance: Trigger: A creature lands a critical hit with a melee Strike agai
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).
Ability
Bloodsense
The vitalia can detect any creatures that have a heartbeat.
Ability
Constrict
4d8+10 bludgeoning, DC 37
Ability
Forced Transfusion
Circumstance: The vitalia is grabbing a creature;
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.
Ability
Occult Innate Spells
DC 36; 8th vampiric exsanguination; 6th status (at will), vampiric touch
Ability
Sanguine Rain
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.
Offense
Melee
Circumstance: combat round (melee)
vein +33 [+28/+23] (magical, reach 15 feet), Damage 4d8+15 bludgeoning plus Grab
Offense
Ranged
Circumstance: combat round (ranged)
blood squirt +33 [+28/+23] (acid, magical, range increment 40 feet), Damage 3d10 bludgeoning plus 3d10 acid
Trait
Aberration
Aberrations are creatures from beyond the planes or corruptions of the natural order.
Trait
Aquatic
Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.
Trait
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.
Immunity
bleed
mental
sleep
unconscious
visual
Perception
bloodsense (precise) 30 feet
no vision
tremorsense (imprecise) 60 feet
Weakness
piercing 15