"I offer this blood so that you may live, I offer this blood so that you may suffer."
——Verbal Component to summoning a Blood Elemental
Blood Elementals are horrific creatures, being comprised of hardened, coagulated blood twisted into the visage of a large suffering humanoid. From their semi-solid form drips various types of blood, including the blood of their victims, which trails down to the ground and is reabsorbed in a gruesome cycle.
Proximity
Once per round, creatures in contact with the aura suffer 5
Bleed damage. This does not affect creatures Engulfed by an Elemental.
(Basic)
Hitpoints: 75
Healing Value: 15
Resilience: +4
Defenses
Resistances: Weapon (50%), Cold (See Below), Necrotic (Imm), Radiant (Imm), Entropic (Imm), Entaxic (Imm), Vile (Imm). Immune to Death, Disease, Pain, Paralysis, Poisons & Toxins, Sleep, Sickened & Nauseated, and Energy Damage. Daze Resist (2).
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
16 / 19
|
DEX
12 / 15
|
CON
17 / 20
|
INT
10 / 11
|
WIS
11 / 12
|
CHA
11 / 12
|
REC 9
Actions (+3 AP)
Standard Attacks (2 AP)
Melee Reach 10ft • One creature
The Blood Elemental hardens one of its amorphous limbs, and slams it into its victim with surprising force.
Special Attacks (3 AP)
+8 vs AC (ArN 5)
Sweeping Slam • Advanced
Melee Reach 10ft • Up to 3 continuous creatures within reach.
The Blood Elementals coagulated limb sweeps through several targets. Make one attack roll and compare it to all targets.
+6 vs Touch
Engulf • Advanced
Melee Reach 10ft • One creature of medium size or smaller
The Blood elemental sweeps forward, grasping onto it's opponent and attempting to draw it into its body. On a hit, make an
Opposed Grapple Check (+10 vs Grapple). If the Elemental succeeds, the target is
Pulled into the Elemental's body and is
Engulfed.
Special: The Blood Elemental may only engulf one creature at a time.
+6 vs Touch
Blood Rush [1/rest] • Advanced
4d10 + 6 (avg 28) Bleed damage
Area 60ft line, 10ft wide • All creatures within the area
The Blood Elemental destabilizes, and washes over its victims, extracting their blood as it moves through them. The Elemental moves through the area, ending its movement at the end of the line. On each hit, the Blood Elemental regains 10 Hitpoints.
Immediate Actions
Immediate Action, • The creature Engulfed
As an Immediate Action, the Blood Elemental extracts some of an Engulfed victim's blood to replenish itself. The target Engulfed by the Elemental suffers 10
Bleed Damage and the Elemental regains 10 hitpoints.
Move (1 AP), Double Move (3 AP)
Shift
5 ft
|
Skirmish
20 ft
|
Swim
90 ft
|
Overland Movement
20 mi/day
Qualities
- Amorphous: A blood elemental is made of liquid and may pass through barriers as such. Additionally, the blood elemental gains Resistance to Weapon Damage. Cold effects deal no damage to the Blood Elemental, but Slow it for 1 round.
- Elemental Type: Damage Immunity to Necrotic, Radiant, and Alignment Damage (i.e. Holy, Vile, Entaxic, and Entropic). Also immune to Death, Disease, Pain, Paralysis, Poisons & Toxins, Sleep, Sickened & Nauseated, and Energy Damage. (inc)
- Corrupted Elemental: Due to the Evil corruption infusing it, the Blood Elemental loses its immunity to Holy damage
- Lifeless: Neither living, dead, nor undead. A lifeless creature does not need to sleep, eat, or breath.
Skills: Balance R3 (+8), Escape R3 (+6), Stealth R3 (+2), Swim R3 (+9), Listen R2 (+4), Spot R3 (+6), Alchemy R1 (+2), Hunting R2 (+4), Survival R2 (+6), Coercion R2 (+5), Bravery R2 (+6), Intuition R2 (+4), Suspicion R2 (+4)
Feats: Tough, Daze Resistance
Philosophies: Rank 1 Mental, Rank 3 Physical, Rank 4 Elemental
Combat Training: Melee 1, Ranged 1, Parry 1, Fort 1, Reflex 1, Will 1
Wits: +2, Brawn: +13
Equipment: None
Charm
0
|
Coercion
+5
|
Deception
0
|
Manipulation
0
|
Persuasion
0
|
Aloofness
0
|
Bravery
+6
|
Intuition
+4
|
Tolerance
0
|
Suspicion
+4
|
Social
Composure: 14
Languages: None
Motives: Consume blood
Characteristics
Blood Elementals, despite their terrible appearance, are not inherently evil creatures. It is the magical rituals summoning them from nothingness that turn them evil, commonly requiring many necromantic components, including the suffering of living mortals. In order to exist on the material plane, Blood Elementals must periodically absorb living creatures to maintain the structure of their bodies, and excrete the poisoned blood from previous victims, which grows more unstable over time. This simple self preservation process, while a means of self-sustenance for the monster, is often the horrific death of an unfortunate victim.
History
Many speculate as to whether the Blood Elemental was first created by Necromancy, or if it was drawn from some strange elemental plane of blood. If such dimensions exist, it is not common knowledge among practitioners of
Divine or Eldritch magics. The secrets of summoning these monstrosities are heavily guarded among those who would wield their power, perhaps just as much for their own safety as the safety of the outside world. Summoning such a gruesome behemoth is not an act to be taken lightly in any magical circle.
Culture
Blood Elementals have no culture of their own, save the desire to become closer to all natural living things, much to the dismay of their victims.