dreamspawn blood golem

(Generated 72 times)
Namelist None
Tags
Rank Skilled
Race Gas Cloud
Cult rank None
Notes A tower of blood in humanoid form sloshes within the clotted surface that holds it in a stable form. This one is made from the blood of 8 corpses, each corpse providing 11 CON. Thought sense: A dreamspawn creature can automatically detect and locate conscious creatures within the specified range (usually 60 feet). This functions similarly to the blindsight ability. Nondetection, mind blank, and similar effects can block thoughtsense. Thoughtsense can distinguish between sentient (Intelligence 3 or greater) and non-sentient (Intelligence 1–2 or INS) creatures, but otherwise provides no information about the creatures it detects. Discordant Feedback: The dreamspawn creature’s psychic energy creates an eerie, shrieking feedback in the minds of living creatures in a 10-foot radius. Creatures within the aura take a -1 shift penalty on all attack rolls, skill checks, and saving throws while in the area, and must make a successful Willpower save (unopposed) or take 1d2 points of CHA damage. Spellcasters who attempt to cast spells in the aura’s radius must make a concentration check vs the Dreamspawns Discord skill. If the character fails, the spells MP are expended but does not function. This is a mind affecting effect. Span Planes: Dreamspawn creatures exist partially on the Material Plane and partially in the Dimension of Dreams. Dreamspawn creatures take half damage (50%) from all nonmagical attack forms, and full damage from magical weapons, spells, spell-like effects, supernatural effects, incorporeal creatures and effects, and force effects. Immune to mind-affecting effects and magic. Reduced all non-good or silver damage by 5 points (shown in AP of creature). Blood Drain Needs to remain in contact with victim to drain blood. Each round of blood drain also deals 1d2 CON damage. A blood golem heals 5 hit points each round it drains blood. Clotted skin Sleepwalker A blood golem can congeal its surface into a hard skin as an action, allowing it to assume a vaguely humanoid form. With its skin, it gains 5 AP to all attacks bar bludgeoning (Added), natural armour +6 (added to its base of 2 already), and speed 6 m, but loses its boneless abilities. It can liquefy this skin as an action, losing its natural 6 Natural AP and +5 AP resistance, changing its speed to 4 m, and regaining the boneless abilities. The golem normally maintains its congealed skin, liquefying itself only when it has to pass through obstacles that would hinder its solid form. Immunity to Magic A blood golem is immune to any spell or spell-like ability, in addition, certain spells and effects function differently against the creature. Cure spells affect it as if it were a living creature, but only cure the minimum amount of damage. Spells and effects that specifically affect blood (such as boiling blood) affect it normally. Vulnerable to Bleed Bleed effects, blood drain, and attacks that target a creature’s blood affect a blood golem normally, by reducing its hits by 5 per round. The golem can spend an action to harden its clotted outer shell to end a bleed effect. Can constrict after a grip or grapple is established, as the blood flows over the victim.
Creatorskarza
Stats
STR 18
CON 88
SIZ 20
DEX 27
INT 8
POW 18
CHA 7
D20Hit locationArmor
01-20 Body 18
Attributes
Movement 4 m (flying and walking)
Natural armor Yes

Non-random features

ListFeature
Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.
Ability ***Construct*** Immune to fatigue effects. No detrimental effects of serious and major wounds even though can lose locations. Major Wound to head or chest (choose) will destroy the construct. Require no breath, food, water or any other requirement of life to function. No Willpower skill- immune to any form of mental or emotional domination. (RQ6: pg 312-316)
Ability ***Grappler*** Successful attack = Grapple + damage. Parried attack = Grip vs opponent limb or Pin Weapon on weapon. Uses brawn to resist victim breaking free. (RQ6: pg 312-316)
Ability ***Vampiric*** Bite drains its victim’s blood, causing an increase in Fatigue levels.
Chaotic feature Boneless - The creature possesses resilient, malleable cartilage rather than bone. It can squeeze through any size of gap and takes no damage from any fall.
Ability ***Constrict*** The first attack against a surprised or helpless target (if it generates a Special Effect) will target the chest or abdomen. No damage is inflicted but the attack automatically establishes a grapple. On the snake’s next turn, it inflicts its Damage Modifier by tightening its coils applying the damage to the Chest or Abdomen area directly: armour does not protect against this constriction damage.

Standard skills

Brawn STR+SIZ Endurance CON+CON Evade DEX+DEX
Perception INT+POW

Custom skills

Discord blast INT+INT+50 Fly DEX+DEX+50

Combat styles

envelope and slamDEX+DEX+45

Weapon options

1-handed weapons

Amount: 2
Blood slam (1)
Constrict (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Blood slam 1h-melee 2d6 L L - Bleed, Grip Y Y 0 0 body
Constrict 1h-melee 0 - T - Armour does not protect Y Y 0 0 body