||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.
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.
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.
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).
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.