Vitalia
Creature 18 (rare) — aberration, aquatic, mindless
Pre-Remaster content. May include legacy alignment.
AnvilWeaverLANDAQUATICaberration
Foul occult magic, rare alchemical reagents, and copious amounts of spilled blood are the keys to creating a vitalia-also known as a heart horror-though thankfully the exact means of their creation has been long forgotten. Now, most vitalias now come into being by sheer accident. This unusual life-form cannot live without regular contact with blood, much like how fish cannot live long outside of water. Because of this, vitalias are rarely found outside the lairs of mad alchemists or wizards, li
Source: extinction-curse-bestiary (Pre-Remaster)
Perception +30; bloodsense 30 feet, tremorsense (imprecise) 60 feet
Skills athletics +33
Str
+7
Dex
+5
Con
+9
Int
-5
Wis
+0
Cha
+0
AC 39
Fort +35
Ref +25
Will +24
HP 425 (fast healing 20)
Immunities unconscious, bleed, sleep, visual, mental
Weaknesses piercing 15
Speed 15 feet, swim 30 feet
Offense
Melee Vein (magical, reach-15) +33, Damage 4d8+15 bludgeoning plus Grab
Ranged Blood Squirt (acid, magical) +33, range increment 40 feet, Damage 3d10 bludgeoning plus 3d10 acid
Abilities
Tremorsense (Imprecise) 60 feet — Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Bloodsense (Precise) 30 feet — The vitalia can detect any creatures that have a heartbeat.
No Vision —
Fast Healing 20 — A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Blood Eruption —
Constrict — 4d8+10 bludgeoning damage, DC 37 Fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Forced Transfusion —
Sanguine Rain (occult) — Frequency once per day
Effect The vitalia pumps copious amounts of blood into the air, creating a cascading rain of vital fluids in a 15-foot emanation.
All creatures in the area are Concealed from one another. A creature that benefits from consuming blood (such as bloodseekers or vampires) gains fast healing 10 while in the area. While in the area, a creature taking persistent bleed damage cannot end that condition, even if it spends actions to attempt a flat check to do so.
The rain lasts for 1 minute.
Effect The vitalia pumps copious amounts of blood into the air, creating a cascading rain of vital fluids in a 15-foot emanation.
All creatures in the area are Concealed from one another. A creature that benefits from consuming blood (such as bloodseekers or vampires) gains fast healing 10 while in the area. While in the area, a creature taking persistent bleed damage cannot end that condition, even if it spends actions to attempt a flat check to do so.
The rain lasts for 1 minute.
Grab —
Occult Innate Spells DC 36, attack +28
6th Vampiric Exsanguination
3rd Vampiric Touch
2nd Status (At Will)
WORKS WELL WITH
CrasherLAND / AQUATICA crasher exploits Vitalia's Grab and Constrict to land uncontested damage on a held target, solving the tempo tension between lockdown and finishing power.
SniperLAND / AQUATICA sniper benefits from the concealment Sanguine Rain provides while Vitalia tanks the frontline, covering the positioning tension between ranged safety and melee threat.
MenderLAND / AQUATICA mender patches Vitalia through its piercing weakness and sustains its slow frontline advance, covering the survival priority erosion from consistent chip damage.
PUNISHES
✖ invisibility✖ stealth
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Vitalia in the encounter builder — free, no install.
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