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