___
> ## blood sucking dragon
>*Large dragon, unaligned*
> ___
> - **Armor Class** 16 (natural armor)
> - **Hit Points** 97 (13d10 + 26)
> - **Speed** 40 ft., fly 80 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)|10 (+0)|18 (+4)|8 (-1)|12 (+1)| 12 (+1)|
>___
> - **Saving Throws** Dex +3, Con +7, Wis +4, Cha +4 
> - **Skills** Perception +6, Stealth +6 
> - **Senses** blindsight 20 ft., darkvision 120 ft., passive Perception 12
> - **Languages** Draconic
> - **Challenge** 6 (2,300 XP)
> ___
> ***Senses.*** The blood sucking dragon has advantage on Wisdom (Perception) checks that rely on hearing or smell.
> ### Actions
> **Multiattack.** The blood sucking dragon makes two attacks, only one of which can be a bite attack. 
>
> ***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the blood sucking dragon, incapacitated, paralyzed, stunned, or restrained. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the blood sucking dragon regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
>
> ***Claws.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
>
> **Paralyzing Breath (Recharge 5–6).** The blood sucking dragon exhales an paralyzing gas in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
>
> **Stunning Screech (1/Day).** The blood sucking dragon emits a piercing screech. Each creature within 10 feet of it that can hear it and that isn't a blood sucking dragon must succeed on a DC 15 Constitution saving throw or be stunned until the end of the blood sucking dragon's next turn.

```
```

### Description
Cousins to the great dragons and Underdark bats, blood sucking dragons and have four furry legs, six leathery wings, a pale white coloring, and a head with large eyes and ears. These highly territorial creatures inhabit tropical mountains and warm caverns. A mated pair can paralyze and feed on entire herds of megafauna in a single night.

<img 
  src='https://pbs.twimg.com/media/EqvXwVBXMAE09Mu?format=jpg&name=medium' 
  style='width:325px' />
Credit: @intellegint 


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# The Splitspace Blade or “Blink Knife” 

## 5e Rules
*Weapon (dagger), rare (requires attunement)*

This notched dagger has three lines etched into the side of the blade, and it comes with a metal sheath on a leather belt.  

You gain a +1 bonus to attack and damage rolls made with this magic weapon.  While attuned to it, you can snap your fingers at any time and cause the blade to disappear and teleport into the owner’s hand.  After the blade is pulled from the metal sheath, the lines on blade begin to glow with a soft blue light (as a candle).  

The dagger also has 3 charges. While attuned to it, you can expend 1 charge and use a bonus to instead teleport yourself to the dagger.  At the end of the teleport you are now holding the blade.  The handle of the blade must be free to teleport to the dagger.  If another creature is holding it, or if the blade is lying on the floor the teleport will not function.  The blade must be in the air or stuck into an object or creature.  
The dagger regains 1d3 expended charges daily at midnight.

*Note: Keep in mind the rules for objects when throwing the dagger.*





\page

## Pathfinder/3.5 Rules


### Description
This notched dagger has three lines etched into the side of the blade, and it comes with a metal sheath on a leather belt.  It functions as a +1 returning dagger.  However, instead of flying back to the wearer of the sheath on the opponent's next turn, the owner may snap her fingers at any time (a free action) and cause the blade to disappear and teleport into the owner’s hand.  After the blade is pulled from the metal sheath, the lines on blade begin to glow with a soft blue light (as a candle). 

Three times per day, the wearer of the sheath may instead teleport herself to the dagger as a swift action.  At the end of the teleport she is now holding the blade.  The handle of the blade must be free to teleport to the dagger.  If another creature is holding it, or if the blade is lying on the floor the teleport will not function.  The blade must be in the air or stuck into an object or creature.  Once all three lines running the length of the blade are broken, the teleport ability does not function until the next day.  

*Note: If attempting to throw the dagger into a square keep the following in mind: squares have AC 5, the range increment of a dagger is 10 ft., and the dagger will automatically stick into any surface hit with a hardness 5 or less.*

### CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, *teleport*; Cost 32,400 gp



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<div class='footnote'>2 | 3.5/PF Rules</div>