Age of Adventure

Blood Sucker

Hit dice: 10

Blood Sucker 1

Skills increase: Intimidation: 1 Life Force: 1 Medicine: 1

◆◆: Blood Sucker. Melee unarmed attack, Melee attack. Life force(AGI) to hit, 1d4 + AGI ravaging damage. This creature regains life equal to half of the damage dealt. Creatures that do not have blood are immune to this attack.

Blood Sucker 2

Skills increase: Adventuring: 1 Bravery: 1 Perception: 1

◆◆: Blood Sucker. Melee unarmed attack, Melee attack. Life force(AGI) to hit, 1d6 + AGI ravaging damage. This creature regains life equal to half of the damage dealt. Creatures that do not have blood are immune to this attack. This creature can heal more than its maximum HP using blood sucker action. If it has more than its max HP at the beginning of its turn its HP returns to its HP maximum.

Blood Sucker 3

Skills increase: Exertion: 1 Life Force: 1 Stealth: 1

◆◆: Blood Sucker. Melee unarmed attack, Melee attack. Life force(AGI) to hit, 1d8 + AGI ravaging damage. This creature regains life equal to half of the damage dealt. Creatures that do not have blood are immune to this attack. This creature can heal more than its maximum HP using blood sucker action. If it has more than its max HP at the beginning of its turn its HP returns to its HP maximum. Whenever This creature completely hits a creature with its blood sucker ability that creature must make Toughness(VIT) check equal to damage taken or be weakened until the beginning of your next turn.

Blood Sucker 4

Trait increase: AGI: 1

◆◆: Blood Sucker. Melee unarmed attack, Melee attack. Life force(AGI) to hit, 1d10 + AGI ravaging damage. This creature regains life equal to half of the damage dealt. Creatures that do not have blood are immune to this attack. This creature can heal more than its maximum HP using blood sucker action. If it has more than its max HP at the beginning of its turn its HP returns to its HP maximum. Whenever This creature completely hits a creature with its blood sucker ability that creature must make Toughness(VIT) check equal to damage taken or be weakened until the beginning of your next turn. deals additional die of damage against weakened creatures.