Hemoplasm Slime (3.5e Monster)

''As you enter the room you see the remains of a former adventurer, a pool of dark blood near them and signs of struggle. The rogue starts checking for traps, the ranger keeps an eye out for enemies, and the cleric leans down to examine the body, only to have the blood animate and engulf him!''

The Hemoplasm Slime, sometimes known as a Blood Ooze, is a dangerous dungeon ooze which takes the form of either a puddle or water or a puddle of blood, depending on how recently it has fed. It is capable of sucking the blood out of blood-bearing creatures on touch, turning from transparent to a dark red hue, looking much like a semi-fresh puddle of blood. Given its attraction to blood, it is often found near traps and places of common bloodshed, making its appearance near bodies and dangerous areas rarely questioned.

Combat
While completely mindless, hemoplasm slimes have a natural inclination to lay in spots where the presence of puddles of water or blood are not questioned, prefering damp, poorly lit dungeons and messy battlefields with mass graves. It will release a weak acid which is harmless except in prolonged periods of time, making a "mousehole" in the wall or floor of any stone or wooden object as a place to retreat to if badly wounded. Beyond retreating when badly wounded and laying in wait for opponents to step on or near it, it has no notable tactics. The hemoplasm slime completely ignores creatures without blood, such as constructs, moving only if being injured.

Blood Drain (Ex): Making contact with the hemoplasm slime with natural weapons, or having it strike you with its slam attack, allows it to drain the blood out of its target. Thet target must make a DC 21 Fortitude save or lose 1d6 points of Constitution damage. For every point of Con damage it deals, the hemoplasm slime gains 5 hp (if this puts it over it's maximum hp, it gains them as temporary hit points that vanish after an hour, up to double it's normal hit points). The saving throw is Constitution based.

Blood Scent (Ex): A hemoplasm slime has a form of scent which only works with blood, out to 30 feet. Wounded creatures can be smelled, and it is through blood scent a hemoplasm slime finds a place of recent carnage to rest and blend in with its surroundings.

Constrict (Ex): A hemoplasm slime deals automatic slam damage with a successful grapple check, and forces a save vs blood drain. The hemoplasm slime is not considered grappled and may continue to attack others, but it can only grapple 1 creature at a time.

Disguised (Ex): A hemoplasm slime is hard to identify, even under ideal conditions, and it takes a DC 25 Spot check to notice one, or a DC 15 Search check if investigating in detail. Creatures who fail to notice a hemoplasm slime and walk into it are automatically hit with a melee attack for slam and potential blood drain.

Improved Grab (Ex): To use this ability, a hemoplasm slime must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict, and the victim is subject to a save against blood drain each round.

Diseased Hemoplasm Slime
Rare patches of hemoplasm slime carry a dangerous culture of two potent blood diseases, Bloodcryst disease and Corpseblood Mold. While the hemoplasm slime is immune to both, it can be a carrier. The DC for these diseases is equal to the DC of it's blood drain, or the normal DC of the disease (whichever is higher). If is carries either of these diseases raise the CR +1.