Yes, I am QUITE mad.
Blue blood (Bloodthorn + Symbiotic + Blue)
Large Aberration
Hit Dice: 2d8+12 (25)
Initiative: +3 (Dex)
Speed: 0 Ft.
AC: 16 (-1 Size, +3 Dex, +4 Natural, +4 Deflection), touch 16, flat-footed 17
Base attack/grapple: +2/+11
Attack: Tendril +6 melee; or javelin +5 ranged
Full Attack: 4 tendrils +6 melee, Halfspear +1 melee; or javelin +5 ranged
Damage: Tendril 1d8+5, Halfspear 1d6+2; or javelin 1d6+5
Face/Reach: 10ft/10ft
Special Attacks: Blood drain, improved grab
Special Qualities: Darkvision 60', Detach, Plant traits, Psionics
Saves: Fort: +7, Ref: +4, Will: +3
Abilities: Str:20, Dex:17, Con: 19, Int:12, Wis:14, Cha:8
Skills: Hide +1, Listen +4, Move Silently +7, Spot +4
Feats: Inertial Armor
Climate/Terrain: Any desert and plains (Abyss, Carceri, Outlands, Pandemonium)
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Blue bloods are a strange mix of psionic goblin and an unknown species of plant. They are evil and methodical, and often become psionicists of great power. Few ever survive an encounter with a Blue blood.
Combat
Blue bloods use their Charm Person ability to bring a being close enough to be grasped by its tendrils. Should this not succeed it uses javelins that seem grown within the plant itself to throw at the foe until they are forced to come within melee range.
Blood Drain (Ex): If a blue blood grabs an opponent, it begins draining blood. It deals 1d4 points of Constitution damage each successufl grapple check. If the opponent wins a grapple check, one of the blue blood?s tentacles comes loose from the opponent?s body. The resulting wound continues to lose blood for 1 additional round.
Detach (Ex): If the survival of the symbiotic creature is threatened, its two members can seperate in an effort to save at least one of them (often this is the guest). This process deals 1d6 damage to the host. Detaching is a standard action that provokes an attack of opportunity, which may be made against the host or guest. A symbiotic creature may also seperate to better bring to bear a host?s or guest?s special attacks.
Reenagaging is not a simple matter; it takes one day of complete rest. If the reattaching creatures are disturbed during this proccess, they each take 1d6 points of Constitution damage and may seperate.
Improved Grab (Ex): To use this ability, the blue blood must hit an opponent that is at least one size category smaller with at least two attacks, it deals normal damage for each tendril and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can use its blood drain ability. Thereafter the blue blood has the option to conduct the grapple normally, or simply use two tendrils to hold the opponent (-20 penalty to grapple check, but the blue blood is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals tendril damage and drains blood.
Plant Traits: Immune to poison, sleep, paralysis, stunning, and polymorphing. Is not subject to critical hits or mind-influencing effects. A bloodthorn has low-light vision.
Psionics (Sp): At will - charm person, far hand, and finger of fire. These abilities are as the powers manifested by an 8th-level psion.
Attack/Defense Modes (Sp): At will ? ego whip, mind thrust/empty mind, mental barrier
Skills: Blue bloods gain a +4 racial bonus to Move Silently checks, and a +2 racial bonus to Hide, Listen, and Spot checks.