Bloodsac
| |
|
Adult |
|
Hatchling |
| |
|
Small Aberration |
|
Diminutive Aberration |
| Hit Dice: |
|
4d8+4 (22 hp) |
|
1d8+1 (5 hp) |
| Initiative: |
|
+3 (Dex) |
|
+5 (Dex) |
| Speed: |
|
5 ft. (1 square), Fly 50 ft. (Average) |
|
5 ft. (1 square), Fly 50 ft. (Average) |
| AC: |
|
15 (+3 Dex, +1 size) |
|
19 (+5 Dex, +4 size) |
| Base Attack/Grapple: |
|
+4/+0 |
|
+0/14 |
| Attacks: |
|
Touch +8 |
|
Touch +9 |
| Full Attack: |
|
Touch +8 (1d6+1 and blood drain) |
|
Touch +9 (1d3-2 and blood drain) |
| Space/Reach: |
|
5 ft./5 ft. |
|
1 ft./0 ft. |
| Special Attacks: |
|
Attach, Blood Drain, Implant, Memory Loss |
|
Attach, Blood Drain, Memory Loss |
| Special Qualities: |
|
Blindsight, Gravity Intolerance, Protoplasm |
|
Blindsight, Gravity Intolerance, Protoplasm |
| Saves: |
|
Fort +2, Ref +4, Will +6 |
|
Fort +1, Ref +5, Will +3 |
| Abilities: |
|
Str 13, Dex 17, Con 13, Int 3, Wis 15, Cha 4 |
|
Str 7, Dex 21, Con 12, Int 3, Wis 15, Cha 4 |
| Skills: |
|
Hide +10*, Move Silently +7 |
|
Hide +17*, Move Silently +9 |
| Feats: |
|
Weapon Finesse (Touch), Weapon Focus (Touch) |
|
Weapon Finesse (Touch) |
| Climate/Terrain: |
|
Wildspace only |
|
Wildspace only |
| Organization: |
|
Swarm (3-12) |
|
Clutch (6-36) |
| Challange Rating: |
|
6 |
|
4 |
| Treasure: |
|
None |
|
None |
| Alignment: |
|
Chaotic Evil |
|
Chaotic Evil |
| Advancement: |
|
46 HD (Small) |
|
1 HD (Diminutive) |
Bloodsacs (technically known as "haagathga") are space-borne bloodsucking horrors that are shapeless, pulsating sacks of fluid in a slightly translucent black-blue membrane that silently glide through wildspace looking for blood. This usually means spelljamming ships, with their complements of warm-blooded sailors.
Combat: Bloodsacs move silently through space using their powerful heat detection sense to detect warm-blooded victims. They glide noiselessly onto the deck of a spelljamming vessel, probably one in orbit around a planet, and try to surprise sailors on deck. Whenever possible, a bloodsac attacks an opponent's flank or rear since most creatures have difficulty removing them from those places (not to mention the +2 attack bonus for attacking an opponent's flank!) As a bloodsac drains blood from its victim, its color changes from dark blue to a sickly violet.
Attach (Ex): If a bloodsac hits with a touch attack, its suckers latch onto the opponent's body. An attached adult bloodsac has an AC of 11 (hatchling bloodsacs have an AC 14). Victims who successfully pull an attached bloodsac off of them suffer 1d6-hit points (1d3 if it was a hatchling) of damage from their barbed razor-like suckers.
Blindsight (Ex): A bloodsac senses its surrounding through a complex heat-sensing and gravity detection process. It unerringly senses any fluctuation in all directions in either condition out to a range of 1,000 yards per point of Wisdom bonus (or just a little over one mile in radius.)
Blood Drain (Ex): A bloodsac drains blood from its victim, dealing 1d6 temporary Constitution damage each round it remains attached (hatchlings drain only 1d3 points). Once it has drained 12 Constitution points 8 for hatchlings (or any combination of Intelligence and Constitution points [see Memory Loss below]) it detaches, sated, and flies off to digest its meal.
Flight (Ex): A bloodsac's body is naturally buoyant. This buoyancy allows it to fly as per the spell, as a movement action, at a speed of 50 feet. This buoyancy also grants it a permanent feather fall effect with personal range.
Gravity Intolerance (Ex): Bloodsacs avoid strong gravity fields (equivalent of a size class A or larger world). Any bloodsac caught within the atmosphere of such a well flees as quickly as possible. While it is in it, the bloodsac cannot attack, loses its positive Dexterity bonus, and can only take partial actions.
Implant (Ex): For each adult bloodsac that has killed a Small-sized or larger victim, there is a 50% chance that it was a female and has laid eggs in the victim's body. The eggs hatch 2d6 days later, bursting the body asunder and releasing the voraciously hungry bloodsac hatchlings. Victims do not have to have all their brain fluid removed to have the eggs implanted the young bloodsacs happily digest any leftovers their mother left behind. The young then float off into wildspace in search of their next meal.
Memory Loss (Ex): If a bloodsac is still hungry after draining its victim to 0 Constitution (i.e. dead), it extends a tube into the victim's skull and extracts the corpse's brain fluid. This equates to 1d6 permanent points of Intelligence drained per round the bloodsac is attached (1d3 for hatchlings). Only when the bloodsac has consumed its fill of combined bodily fluids from its host will it depart. Beings raised from the dead (as per Raise Dead) have little or no memory of their identities; though they have full hit points. All memories are lost. Victims still retain basic skills needed to take care of everyday needs, as well as the ability to speak one language (most likely Common). If more powerful means are taken to bring the drained corpse back to life (such as Resurrection) then the victim's full faculties are restored. A spell such as Restoration or a Wish can also restore lost memory, as well as catching the bloodsac(s) who drained the fluid and pouring the bloodsac's innards over the victim before he is raised.
Protoplasm (Ex): A bloodsac's body is immune to critical hits and subdual damage. Since it has no discernible front or back it is immune to being flanked. It is also immune to poison, paralysis, sleep, and stunning due to its efficient, if somewhat primitive, metabolism.
In the Spheres
Bloodsac swarms have no leader and wander wildspace, never sleeping, never setting up a lair nor landing on a planet. Bloodsacs hate gravity, for their bodies collapse into sluggish heaps of protoplasm. They are sometimes dominated by illithids, a particularly deadly combination.
Bloodsac, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per Section 1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.
Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD Conversion Agreement. A current version of this policy can be obtained at:
http://www.wizards.com/d20/conversionpolicy.asp
The distributor of this document accepts full responsibility for ensuring the materials contained within comply with the most recently published version of that policy, and with the Open Game License, and with the d20 System Trademark License. If you wish to redistribute any portion of this document containing Wizards Product Identity, you must also agree to the terms of the current ESD Conversion Agreement.
To obtain a digital copy of the original source material this conversion is derived from, please link to: http://www.wizards.com/whatevertherightlinkshouldbe.asp."
Bloodsac, © 1991 Wizards of the Coast, Inc.
d20 System, Conversion of Bloodsac ©2002,
Ron Pollard
Image by
Ron Pollard
Original Source: Monstrous Compendium #9