BloodelementalMedium-Size Outsider Hit Dice: 4d8+12 (40 hp) Initiative: +1 Speed: 20 ft AC: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16 Base Attack/Grapple: +3/+6 Attack: Slam +7 melee (1w6+4) Full Attack: Slam +7 melee (1w6+4) Face/Reach: 5 ft./5 ft. Special Attacks: Bloodtravel, Blooddrain Special Qualities: Darkvision 60 ft., elemental traits, Evolve, Blood Mastery Saves: Fort +8, Ref +2, Will +1 Abilities: Str 16, Dex 12, Con 16, Int 4, Wis 11, Cha 11 Skills: Listen +3, Spot +4 Feats: Ability Focus (Blood Drain), Weapon Focus (Slam) Climate/Terrain: Any Organization: Solitary CR: 4 Treasure: None Alignment: Always chaotic evil
Blood Drain (Su) A Bloodelemental can suck blood from a living victim with its body by making a successful grapple check. On every successful grapple check, the attacked creature must make a DC 17 Fortitude save or take 1w6 points of constitution damage . The save DC is Constitution-based. On each such successful attack, the Bloodelemental gains 5 temporary hit points.
Blood Travel (Ex) A Bloodelemental can travel through every living Creature. It can enter one creature adjected to it by making a successful touch attack without provoking an attack of opportunity. It can then exist an other living creature within 30 feet. Doing so deals 1w3 Constitution damage to each target. On each Blood Travel, the Bloodelemental gains 5 temporary hit points. This ability is usable every 1w6 rounds.
Evolve (Ex) When a Bloodelemental slays a living creature, it can absorb all its blood, as a full-round action. A Bloodelemental advances in Hit Dice by consuming corpses in this fashion. For every 10 suitable corpses a Bloodelemental consumes, it gains 1 Hit Die, and its Strength, Constitution, and natural armor increase by +1. Its attack bonus and saves improve as normal for an elemental of its Hit Dice, and it gains skill points, feats, and ability score improvements normally.
The Bloodelemental only advances by consuming the blood of greatures whose Hit Dice or levels are equal or greater then one half of its own current total Hit Dice. A Bloodelemental that reaches double its original Hit Dice through feeding immediately evolves into a large Bloodelemental, becoming 1 size categorie larger.
For every size categorie the Bloodelemental evolves, it can target one additional creature with its Blood Travel ability.
Improved Grab (Ex) To use this ability, an Bloodelemental must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Blood Mastery(Ex) A Bloodelemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching blood.
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