This squid-like creature will use their tentacles to suck the life from their foes when low or use ink cloud to escape from their opponents. The blood sucker prefers to target female opponents.
Blood Sucker (CR 3)
XP 800
N Large Magical Beast (Aquatic)
Init +5; Senses Low-light vision; Perception +7
DEFENSE
AC 13, touch 11, flat-footed 11 (+2 dex, +2 natural, -1 size)
hp 23 [33] (3d10+3), fast healing 5;
Fort +4, Ref +7, Will +2
Defensive Ability Ink Cloud (10-ft. Radius); Resist Water 10
Weakness Lightning
OFFENSE
Speed swim 60 ft., jet 250 ft.
Melee Bite +6 (1d6+1), 2 tentacles +4 (1d8+2 plus grab)
Space 10 ft.; Reach 10 ft. (20 ft. with tentacles)
Special Attacks Blood Drain, Constrict (1d8+2 plus drain), Water Gun
STATISTICS
Str 19, Dex 15, Con 13, Int 2, Wis 12, Cha 2
Base Atk +3; CMB +8 (+12 grapple); CMD 20
Feats Improved Initiative, Lightning Reflexes, Multiattack*
* Bonus feat
Skills Perception +7, Swim +12
SPECIAL ABILITIES
Blood Drain (Su)
A blood sucker can drain the blood from a target within 30 feet. The target must make a Fortitude save (DC 12) or take 1d8 points of shadow damage and the squid is healed for that much. Blue mages may learn this ability as a 1st level spell (Knowledge: Arcana DC 17).
Drain (Ex)
During a constriction, the blood sucker can heal half of the damage done from constrict.
Ink Cloud (Ex)
A blood sucker can emit a 10-foot-radius cloud of ink once per minute as a free action while underwater. This cloud provides total concealment. The ink persists for 1 minute.
Jet (Ex)
A blood sucker can jet in a straight line as a full-round action. It does not provoke attacks of opportunity while jetting.
Water Gun (Su)
A blood sucker can shoot water out of its mouth towards a single target with an water projectile. The blood sucker must make a ranged touch attack (+5), if it hits, the attack deals 1d6+2 water damage and must make a Fortitude save (DC 12) or be inflicted with the Drenched status effect. Blue mages may learn this ability as a 1st level spell (Knowledge: Nature DC 17).