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Huge Blood Elemental CR 7
XP 3,200
N Huge outsider (elemental, extraplanar, sanguine)
Init +4; Senses bloodsense, darkvision 60 ft.; Perception +10
DEFENSE
AC 22, touch 13, flat-footed 17 (+4 Dex, +1 dodge, +9 natural, -2 size)
hp 105 (10d10+50)
Fort +12; Ref +11; Will +3
DR 5/–; Immune elemental traits
OFFENSE
Speed 20 ft., swim 60 ft (only in bodies of blood such as rivers of blood, lakes of blood, etc.)
Melee 2 slams +15 (2d6+7 plus bleed)
Ranged blood missile +12/+7 (2d6+7/x3, 70 feet, drains the blood elemental of 2 HP per attack)
Space 15 ft.; Reach 15 ft.
Special Attacks bleed (1d4), blood drain (1d4 Con), drench, engulf (DC 22, blood drain)
STATISTICS
STR 24, Dex 18, Con 21, Int 7, Wis 11, Cha 11
BAB +10; CMB +19 (+4 bull rush); CMD 34 (38 vs bull rush)
Feats Cleave, Dodge, Great Cleave, Improved Bull Rush, Power Attack
Skills Acrobatics +14 (-10 if jumping), Escape Artist +14, Knowledge (planes) +7, Perception +10, Stealth +6 (+14 in bodies of blood), Swim +24 (in blood only); Racial Modifiers +8 on Stealth in bodies of blood
SQ blood gourmand, bloody arsenalist
SPECIAL ABILITIES
Blood Gourmand (Ex)
Upon successfully incurring Constitution damage via their blood drain ability, a blood elemental experiences a temporary empowerment in their physical capabilities. This provides the blood elemental with a +1 bonus on attack rolls and Reflex saves, +1 dodge bonus to AC, and fast healing 1. In addition, their movement speeds increase by 5 feet.
Each additional point of Constitution damage beyond the first increases the bonus to attack rolls, Reflex saves, the dodge bonus to AC, and the fast healing by an additional +1, to a maximum bonus equal to 1/4 the blood elemental’s HD (minimum +1).
Each additional point of Constitution damage also adds a cumulative +5 feet to the blood elemental’s movement speeds, up to a maximum increase of doubling their movement speeds.
All of these effects have a duration of 1 minute from the last point of Constitution damage inflicted by the blood elemental’s blood drain ability.
Blood elementals will typically begin using the Power Attack feat to their advantage once their blood gourmand ability has achieved the maximum bonus possible.
Stunning Assault (feat)
The elemental takes –5 penalty on all melee attack rolls and combat maneuver checks this round to attempt to stun targets hit with it’s melee attacks that round. A successful Fortitude save negates the effect. The DC of this save is 10 + your base attack bonus. You must choose to use this feat before making the attack roll, and its effects last until your next turn.
Bloody Arsenalist (Ex)
Due to the greater quantity and quality of the iron content within blood elementals, they are capable of inflicting bludgeoning, piercing, or slashing damage with their natural slam attacks. They can freely choose any one of the three weapon damage types for their natural slam attacks as a free action prior to making the attack roll, including for attacks of opportunity, and the damage type selected last until the blood elemental chooses a different type.
Blood elementals can also choose to make ranged attacks that deal damage equal to an arrow fired from a composite shortbow (with a Strength rating appropriate for their Strength) for a creature of their size and they can likewise choose the weapon damage type as above. However, each such attempted ranged attack causes the blood elemental to lose an amount of hit points equal to 1/4 their HD (rounded down, minimum 1 hit point) since they are effectively ejecting parts of their own body as the fired ammunition.
Blood elementals are capable of alternating between melee and ranged attacks during a full attack.
Bloodsense (Su)
A blood elemental can sense living creatures with blood in their bodies, undead creatures that feed on blood, such as vampires, or constructs composed of blood, such as blood golems. This ability functions like blindsight to a range of 60 feet.
Drench (Ex)
The blood elemental’s touch puts out non-magical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic, with a caster level equal to their HD.
ABOUT
The origins of blood elementals are shrouded in mystery; some say that they are born from the spilled blood of mortal sacrifices made in vain since times immemorial while others say that they are wrought from the spilled blood of mortal sacrifices made in vain since times immemorial while others say that they are wrought from the mixing of the essence of water elementals and the blood of mortals. Whispers among cabals hint that the blood elementals were born of the spilled blood of titans and immortals.
Sages and armchair academics will tell their audience that most blood elementals can be found within the Elemental Planes of Blood. The “Elemental Planes of Blood” is a misnomer since it was incorrectly categorized in some of the earliest surviving written records (in blood) about the plane but the designation has stuck since then with academics, something about the name just rings strongly to the mind.
The true nature of the Elemental Planes of Blood is not yet known but it is too large to be a minor demi-plane and seemingly too alive to be an elemental plane. It is said that the blood of all races, past, present, and future, flows freely through this plane, including the bloodline legacies of abominations best left forgotten. It is still not certain that the Elemental Planes of Blood is the origin of the blood elementals, but they are certainly populous in that plane of existence.
Whatever their origins, blood elementals are patient, relentless creatures made of living blood. They prefer to hide and stalk their victims before dragging them within their bodies through their engulf attack, draining their victims while attempting to drown them in their own blood. Blood of mortals are considered delicacies for the blood elementals as well as necessary for their own growth to advance along their evolutionary path.
As with other elementals, all blood elementals have their own unique shapes and appearances. While they can choose to appear as anything they like at any given time, most initially appear as a mass of blood that undulates and uses appendages like arms or tentacles.
They complete their appearance with somewhat humanoid heads, though often devoid of humanoid facial features, resembling horrific masks. They are fond of adopting shapes similar to that of any golem or aquatic creature, such as a shark or octopus, but made entirely out of blood. Once enraged, they fully let loose, reshaping themselves as needed, their attacks taking the form of vicious looking weapons, massive spikes, hammers the size of doors, and scythes that leave behind a trail of blood whenever they reap the lives of lesser creatures.
A few scholars and asylum patients insist that the blood trails left behind by blood elementals as they pass through or leave behind in wakes of gory dismemberment and draining are cryptic messages or ritualistic secrets known only to the blood elementals, or perhaps an attempt at communication via a bloody written language, like symbols or pictographs. Some folks, particularly the more disturbed lunatics, firmly believe that the blood trails are artistic expressions by the blood elementals, akin to paintings or poetry in their alien language. Most learned folks scoff at such absurd conjectures and concur that the trails are exactly what they are – the equivalent of footprints. To find meaning in such footprints would be an exercise in futility…and possibly madness.
Summoners would be well-advised to take pains to be able to communicate with a summoned blood elemental, lest their ability to leverage the blood elemental’s unique abilities would be wasted.
Special
The following spells have different effects when used to mimic the power of blood elementals.
- Elemental Body I: If the form you take is that of a Small blood elemental, you gain a +2 size bonus to your Constitution and a +4 natural armor bonus. You also gain a swim speed of 60 feet (only in bodies of blood such as rivers of blood, lakes of blood, etc.), darkvision 60 feet, the engulf ability (but no blood drain), and the ability to breathe in both water and blood.
- Elemental Body II: As elemental body I, except that you gain a +4 size bonus to your Constitution and a +5 natural armor bonus.
- Elemental Body III: As elemental body I, except that you gain a +2 size bonus to your Strength, a –2 penalty on your Dexterity, a +6 size bonus to your Constitution, and a +6 natural armor bonus.
Section 15: Copyright Notice
Major Creation: The Bloodlord © 2024, Orphaned Bookworm Productions; Author: Paulo César Viola da Silva Maia