BOZ
Creature Cataloguer
OK, here is how our combat section is beginning to shape up at the moment. let me know what you think of that.
COMBAT
A typical bloodsipper can start an encounter with as many as 12 pod denizens. Each pod denizen is Medium sized with a reach of 20 feet, and the pod denizens are found roughly evenly throughout a bloodsipper’s space. A bloodsipper can only attack as many foes as are within reach of its pod denizens. While tethered to a bloodsipper, pod denizens are stationary and cannot move independently of the plant; once a tether is severed, that pod denizen is permanently separated from its bloodsipper and becomes a separate creature.
An opponent can attack a bloodsipper’s pod denizen tethers with a sunder attempt as if they were weapons. A bloodsipper’s tethers have 10 hit points each. If a pod denizen currently grappling a target is attached to a bloodsipper with the tether that is being attacked, another pod denizen usually makes the bloodsipper's attack of opportunity against the opponent making the sunder attempt. Severing one of a bloodsipper’s tethers deals (X) points of damage to the creature. The creature regrows severed tethers in (X) days.
Attach (Ex): If a bloodsipper hits with a bite attack, it uses the four clawed arms that surround the maw to latch onto the opponent’s body. An attached bloodsipper is effectively grappling its prey.
An attached bloodsipper can be struck with a weapon or grappled itself. To remove an attached bloodsipper through grappling, the opponent must achieve a pin against the bloodsipper.
Blood Drain (Ex): A bloodsipper drains blood, dealing 1d4(?) points of Constitution damage in any round when it begins its turn attached to a victim. On each successful attack, the bloodsipper gains 5 temporary hit points(?).
Pod Denizen (Ex): A bloodsipper makes bite attacks using its pod denizens, and can make up to one bite attack per round for every pod denizen it currently has. Once all of its pod denizens are separated from it, however, a bloodsipper cannot attack. A pod denizen can sever the tether of a mature pod as a move action.
A detached pod denizen uses the same statistics as the base plant, except that it has (4 HD, Str, Dex, etc whatever, speed 40 feet).
Sensory Vines (Ex): A bloodsipper's vines fill its space. A creature can move through a bloodsipper's space freely—although. its vines act as light undergrowth, with the exception that creatures in the bloodsipper's space do not gain concealment against the bloodsipper. A bloodsipper can automatically pinpoint the location of anything within its space, although a creature that succeeds on a DC X Spot (?) check can attempt to avoid contact with the vines, but must move at half (?) speed.
OK, here's some additional stuff about the creature to consider:
we'll see how we can fit that in there.
it would only apply to the first attack by any given pod in an encounter.
good point, can't forget to mention those...
OK, so the immature pods have a stankiness to them, but the text doesn't seem to say anything about whether the mature attacking pods have this feature.
definitely need to work this one in!
probably ought to give the bloodsipper immunity to being tripped, knocked down, etc. i know we gave this ability to the draknor, but i could swear i've seen it somewhere else recently as well.
COMBAT
A typical bloodsipper can start an encounter with as many as 12 pod denizens. Each pod denizen is Medium sized with a reach of 20 feet, and the pod denizens are found roughly evenly throughout a bloodsipper’s space. A bloodsipper can only attack as many foes as are within reach of its pod denizens. While tethered to a bloodsipper, pod denizens are stationary and cannot move independently of the plant; once a tether is severed, that pod denizen is permanently separated from its bloodsipper and becomes a separate creature.
An opponent can attack a bloodsipper’s pod denizen tethers with a sunder attempt as if they were weapons. A bloodsipper’s tethers have 10 hit points each. If a pod denizen currently grappling a target is attached to a bloodsipper with the tether that is being attacked, another pod denizen usually makes the bloodsipper's attack of opportunity against the opponent making the sunder attempt. Severing one of a bloodsipper’s tethers deals (X) points of damage to the creature. The creature regrows severed tethers in (X) days.
Attach (Ex): If a bloodsipper hits with a bite attack, it uses the four clawed arms that surround the maw to latch onto the opponent’s body. An attached bloodsipper is effectively grappling its prey.
An attached bloodsipper can be struck with a weapon or grappled itself. To remove an attached bloodsipper through grappling, the opponent must achieve a pin against the bloodsipper.
Blood Drain (Ex): A bloodsipper drains blood, dealing 1d4(?) points of Constitution damage in any round when it begins its turn attached to a victim. On each successful attack, the bloodsipper gains 5 temporary hit points(?).
Pod Denizen (Ex): A bloodsipper makes bite attacks using its pod denizens, and can make up to one bite attack per round for every pod denizen it currently has. Once all of its pod denizens are separated from it, however, a bloodsipper cannot attack. A pod denizen can sever the tether of a mature pod as a move action.
A detached pod denizen uses the same statistics as the base plant, except that it has (4 HD, Str, Dex, etc whatever, speed 40 feet).
Sensory Vines (Ex): A bloodsipper's vines fill its space. A creature can move through a bloodsipper's space freely—although. its vines act as light undergrowth, with the exception that creatures in the bloodsipper's space do not gain concealment against the bloodsipper. A bloodsipper can automatically pinpoint the location of anything within its space, although a creature that succeeds on a DC X Spot (?) check can attempt to avoid contact with the vines, but must move at half (?) speed.
OK, here's some additional stuff about the creature to consider:
Gates of Firestorm Peak said:The initial attack by a head springing from a pod delivers a d10 knockdown die with the force of its disgorgement from the pod. All attacks by the heads occur in the last phase of the combat round.
Shade said:Free bull rush or trip attempt with initial disgorgement?
BOZ said:sure, if by "free" you mean no AoO.![]()
we'll see how we can fit that in there.

Gates of Firestorm Peak said:SD damage to pods does not harm vine & vice versa, severing tether does not harm pods
good point, can't forget to mention those...
MCA4 said:Cutting a small pod open releases a gagging stench (save vs. paralyzation or suffer a —4 penalty to all actions, checks, and saves for one turn due to nausea)
OK, so the immature pods have a stankiness to them, but the text doesn't seem to say anything about whether the mature attacking pods have this feature.
MCA4 said:Salt in quantity makes a vine or head pull away convulsively; a handful inflicting 2d4 points of damage (much as holy water affects undead).
definitely need to work this one in!

MCA4 said:The yellow vine of a bloodsipper is always anchored in stone floors and walls with tough rootlets, making it difficult to dislodge.
probably ought to give the bloodsipper immunity to being tripped, knocked down, etc. i know we gave this ability to the draknor, but i could swear i've seen it somewhere else recently as well.