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Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...

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Blood Golem<br />

Large Construct<br />

Hit Dice: 6d10+30 (63 hp)<br />

Initiative: +1<br />

Speed: 20 ft. (4 squares)<br />

Armor Class: 10 (-1 size, +1 Dex), touch<br />

10, flat-footed 9<br />

Base Attack/Grapple: +4/+13<br />

Attack: Slam +8 melee (1d4+7)<br />

Full Attack: Slam +8 melee (1d4+7)<br />

Space/Reach: 10 ft./10 ft.<br />

Special Attacks: Blood drain, engulf,<br />

frightful presence, improved grab<br />

Special Qualities: Construct traits, damage<br />

reduction 5/—, darkvision 60 ft., immunity<br />

to magic, low-light vision<br />

A blood golem appears like a large, bulky<br />

humanoid formed entirely <strong>of</strong> living, flowing,<br />

pulsing blood. Logic would suggest that such a<br />

quantity <strong>of</strong> blood could not remain in a coherent<br />

shape without skin or bone to support it, but<br />

somehow it does. Despite this it is still liquid,<br />

and still amorphous enough to engulf an opponent<br />

entirely into its body.<br />

Blood golems are magically crafted<br />

creatures, formed from <strong>the</strong> blood <strong>of</strong> dozens <strong>of</strong><br />

sacrifices by <strong>the</strong> will and arcane knowledge <strong>of</strong><br />

a blood magician. A blood golem is thought to<br />

be held toge<strong>the</strong>r by <strong>the</strong> will <strong>of</strong> a powerful entity<br />

trapped within <strong>the</strong> blood golem’s body.<br />

Combat<br />

A blood golem attacks by simply rolling<br />

into its opponents, engulfing <strong>the</strong>m in its body,<br />

and reshaping itself to absorb <strong>the</strong>ir essence. Its<br />

damage resistance and spell immunities add to<br />

<strong>the</strong> formidable nature <strong>of</strong> this foe, and its capability<br />

to grow larger and stronger by incorporating <strong>the</strong><br />

blood <strong>of</strong> its victims into its own body means that<br />

a blood golem left unchecked in a city or o<strong>the</strong>r<br />

densely populated area can soon become very<br />

dangerous indeed.<br />

Blood Drain (Ex): A blood golem can drain<br />

blood from a living victim that it has engulfed.<br />

<strong>The</strong> blood golem deals 2d6 points <strong>of</strong> bludgeoning<br />

damage to <strong>the</strong> engulfed foe and drains blood,<br />

inflicting 1d4 points <strong>of</strong> Constitution drain each<br />

round <strong>the</strong> pin is maintained. On each successful<br />

attack, <strong>the</strong> blood golem gains 5 temporary hit<br />

points. <strong>The</strong> non-blood remnants <strong>of</strong> any drained<br />

creatures are left behind as <strong>the</strong> blood golem<br />

moves, a thin trail <strong>of</strong> desiccated flesh, bone, and<br />

o<strong>the</strong>r superfluous tissues and organs.<br />

107<br />

Saves: Fort +2, Ref +3, Will +2<br />

Abilities: Str 21, Dex 13, Con —, Int —,<br />

Wis 11, Cha 8<br />

Skills: —<br />

Feats: —<br />

Environment: Any land and underground<br />

Organization: Solitary<br />

Challenge Rating: 6<br />

Treasure: None<br />

Alignment: Always neutral<br />

Advancement: 7-12 HD (Large), 13-18 HD<br />

(Huge)<br />

Level Adjustment: —<br />

Engulf (Ex): A blood golem can simply<br />

engulf a creature that it successfully grabbed on<br />

a successful grapple check. Engulfed creatures<br />

are subject to <strong>the</strong> blood golem’s blood drain, are<br />

considered to be grappled and are trapped within<br />

its body.<br />

Frightful Presence (Ex): <strong>The</strong> mere presence<br />

<strong>of</strong> a blood golem is unsettling to foes - it is clear<br />

to all who see it that this is a huge quantity<br />

<strong>of</strong> animated blood. This ability takes effect<br />

automatically whenever <strong>the</strong> blood golem performs<br />

some sort <strong>of</strong> dramatic action (such as charging or<br />

attacking). Creatures within 60 feet and with less<br />

than 3 HD must succeed on a DC 12 Will save<br />

or become frightened for 4d6 rounds. Creatures<br />

that successfully save are immune to <strong>the</strong> frightful<br />

presence <strong>of</strong> <strong>the</strong> same blood golem for 24 hours.<br />

<strong>The</strong> save DC is Charisma-based.<br />

Improved Grab (Ex): To use this ability, a<br />

blood golem must hit with its slam attack. It can<br />

<strong>the</strong>n attempt to start a grapple as a free action<br />

without provoking an attack <strong>of</strong> opportunity. If it<br />

wins <strong>the</strong> grapple check, it establishes a hold and<br />

can try to engulf <strong>the</strong> foe in <strong>the</strong> following round.<br />

Immunity to Magic (Ex): A blood golem<br />

is immune to any spell or spell-like ability that<br />

allows spell resistance. In addition, certain<br />

spells and effects function differently against <strong>the</strong><br />

creature, as noted below.<br />

A magical effect that cures hit points slows<br />

a blood golem (as <strong>the</strong> slow spell), for <strong>of</strong> a number<br />

<strong>of</strong> rounds equal to <strong>the</strong> level <strong>of</strong> <strong>the</strong> spell, with no<br />

saving throws.<br />

A heal spell affects a blood golem as a hold<br />

monster spell with a duration <strong>of</strong> 1d4 rounds.<br />

6

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