Blood Elemental Coagulator

Blood Elemental, Coagulator
Level 10 (+5)
{{{Quote}}}
{{{Description}}}
Awareness
18
Senses
Darkvision
Initiative
15/1d10
Max HP
235
Resilience: +6
Healing Value: 47
Morale
1
Defenses
AC
17/17
Touch
17
Fort
21
Reflex
18
Will
17
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:
Attributes / Saving Throws
STR
24 / 28
DEX
11 / 15
CON
21 / 25
INT
10 / 11
WIS
12 / 13
CHA
11 / 12
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 2
Skirmish 25ft / 3
Sprint 100ft / 3
At-Will
Coagulated Slam (Basic)
 [Lunge, Charge, OpportunityBasic
+15 vs AC (ArN 11)
Standard REC 8 • Melee Reach 15ft • One creature within reach.
2d12 + 14 (avg 27) Bludgeoning damage (Crit 24%/20)
The Blood Elemental hardens one of its amorphous limbs, and slams it into its victim with surprising force.
Sweeping Slam
 [LungeBasic
+15 vs AC (ArN 11)
Standard REC 10 • Melee Reach 15ft • Up to 3 continuous creatures within reach.
2d12 + 14 (avg 27) Bludgeoning damage (Crit 24%/20)
The Blood Elemental's coagulated limb sweeps through several targets. Make one attack roll and compare it to all targets.
Engulf
 [LungeAdvanced
+13 vs Touch
Standard REC 8 • Melee Reach 15ft • 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 (+21 vs Grapple). If the Elemental succeeds, the target is Pulled into the Elemental's body and is Engulfed.
Special: The Coagulator may have up to 8 medium or smaller creatures Engulfed at any one time. A large creature counts as 4 medium creatures.
Exanguinate
Immediate  • All creatures Engulfed by Coagulator.
The Coagulator extracts some of an Engulfed victim's blood to replenish itself. The target Engulfed by the Elemental suffers 20 Bleed Damage and must succeed a Resilience Check [DC 20] or suffer 1 point of Blood Loss. The Coagulator regains 20 hitpoints per engulfed creature.
2d12 + 14 (avg 27) Bludgeoning damage
Grapple +21
Uses: 3
Short Rest
Toxic Spray
 [Necrotic, PoisonAdvanced • Pot 1d8+5, MR No
+13 vs Reflex
Standard REC 8 • Area 100ft cone • All creatures in area.
4d6 + 21 (avg 35) Necrotic damage
The Coagulator issues forth a torrent of vile, putrid blood, coating all in its wake.
Devour
 [LungeAdvanced
+13 vs Touch
Standard REC 9 • Melee Reach 15ft • One creature of large size or up to two creatures of medium size or smaller.
In a rush of viscous blood, the coagulator lurches towards multiple (or larger) opponents, drawing unwitting victims into its grasp. On a hit, make an Opposed Grapple Check (+21 vs Grapple). If the Elemental succeeds, the target is Pulled into the Elemental's body and is Engulfed.
Special: The Coagulator may have up to 8 medium or smaller creatures Engulfed at any one time. A large creature counts as 4 meduim creatures.
Uses: 3
Extended Rest
Screams of Torment
 [Psychic, Fear, Mind-AffectingAdvanced • Pot 1d8+5, MR No
+10 vs Will
Standard REC 8 • Range 100ft • All creatures within range.
4d6 + 21 (avg 35) Psychic damage
The Coagulator issues forth a scream, which rings with the voices of its many victims. On a hit, targets additionally suffer 1 Morale Damage and are subject to Terror [SE, ST 4d10 vs CHA].
Blood Rush
Advanced • Pot 1d8+5, MR No
+13 vs Touch
Standard REC 10 • Area 100ft line, 15ft wide • All creatures in area.
4d12 + 14 (avg 40) Bleed damage
The Coagulator destabilizes, and washes over its victims, extracting their blood as it moves through them. The Coagulator moves through the area, ending its movment at the end of the line. On each hit, the target additionally must succeed a Resilience Check [DC 20] or suffer 1 point of Blood Loss. The Coagulator regains 20 hitpoints per target hit.
Overland Movement
20 mi/day
Qualities
  • 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
  • Daze Resistance: Daze Resist 4
  • Amorphous: A blood elemental is made of liquid and may pass through barriers as such. Additionally, the blood elemental resists Weapon Damage (50%). Cold effects deal no damage to the Blood Elemental, but Slow it for 1 round.
  • Lifeless: A lifeless creatures does not eat, sleep or breath.
Skills: Balance R4 (+11), Escape R3 (+6), Stealth R3 (-2), Swim R4 (+14), Listen R3 (+6), Spot R5 (+10), Alchemy R1 (+2), Hunting R5 (+10), Survival R4 (+11), Coercion R4 (+11), Bravery R3 (+9), Intuition R3 (+6), Suspicion R2 (+4)
Feats: Tough, Daze Resistance, Big Crit
Philosophies: Rank 1 Mental, Rank 4 Physical, Rank 5 Elemental
Combat Training: Cast 2, Melee 5, Parry 2, Fort 3, Reflex 3, Will 2
Wits: +2, Brawn: +22
Equipment: None
Social
Languages: None
Composure: 15
Charm
0
Coercion
+11
Deception
0
Manipulation
0
Persuasion
0
Aloofness
0
Bravery
+9
Intuition
+6
Tolerance
0
Suspicion
+4
Prejudices:
    None
Motives: Consume blood with abandon