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From Pathfinder #194: Cult of the Cave Worm, which isn't enabled.

Giant Bloodseeker

CREATURE 2

The Court of Ether breeds bloodseekers to enormous sizes to serve as cavalry mounts for their non-winged warriors. These bloodseekers serve as capable mounts—at least until they detect the scent of blood.


Decades ago, the Court of Ether bred bloodseekers as show animals, thinking them adorably ugly. Generations later, the insects have become giantic. Visitors to the Court are impressed by how the bloodseekers to hover in place, fly through hoops, and only drink the blood of specific creatures.

Bloodseeker Breeds

While the giant bloodseeker has the most notoriety for its size and use as a cavalry mount, other breeds have been created by determined ranchers. These including the longhaired bloodseeker, bloodseeker retriever, and the difficult-tocontain burrowing bloodseeker. Each of these recognized breeds can be submitted to the annual Court of Ether Bloodseeker Show, where breeders enter their prized, expensive, and well-trained bloodseekers in hopes of gaining the elusive "Best in Show" award.


Perception +10; darkvision, scent (imprecise) 60 feet
Skills Acrobatics +9, Athletics +7
Str +1, Dex +5, Con +2, Int -5, Wis +2, Cha +0
Blood-Crazed

If the bloodseeker starts its turn within 60 feet of a creature with bleed damage, it must attempt a DC 11 flat check. On a failure, the bloodseeker attempts to move adjacent to the bleeding creature and Strike it with its proboscis. The bloodseeker gains a +4 circumstance bonus to attack rolls against this target.


AC 19; Fort +6, Ref +11, Will +6
HP 25

Speed 10 feet, fly 40 feet
Melee Barbed Leg +11 (agile, finesse), Damage 1d4+3 piercing plus Grab
Melee Proboscis +7, Damage 1d6+3 piercing plus Blood Drain
Blood Drain
Requirements The bloodseeker's last action was a successful Strike with its proboscis against a target with blood

Effect The bloodseeker sucks blood from that target, dealing 2d4 damage, and the bloodseeker gains temporary Hit Points equal to the damage dealt. The target becomes Drained 1.
Grab

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained

Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.

Pathfinder #194: Cult of the Cave WormOGL