Blood Weird

This is a 10-foot long, crimson serpent with glistening scales, dark red in color. Bands of black spiral the length of its body and its eyes are a deep reddish-brown in color.
 

Blood Weird (CR 8)

Large Outsider (Chaotic, Evil, Extraplanar)
Alignment: Chaotic Evil
Initiative: +7
Senses: Darkvision 60 feet; Perception +18
  Speed: 40 feet
Space: 10 feet
 

Defense

Armor Class: 17, touch 12, flat-footed 14 (+3 Dex, +5 natural, -1 size)
Hit Points: 75 (10d10+20)
Saving Throws: Fort +7, Ref +10, Will +8
transparency
Damage Reduction: 10/bludgeoning
 

Offense

Melee: bite +14 (2d6+6 plus siphon and Grab)
Reach: 5 feet
  Special Attacks: drench, drown
 

Statistics

StrDexConIntWisCha
19 (+4) 17 (+3) 15 (+2) 12 (+1) 12 (+1) 16 (+3)
Base Attack Bonus: +10
CMB +15 (+19 Grapple)
CMD 28 (can't be tripped)
  Feats: Alertness, Great Fortitude, Improved Initiative, Improved Natural Attack (bite), Weapon Focus (bite)
  Skills: Bluff +16, Intimidate +16, Knowledge (planes) +14, Perception +18, Sense Motive +18, Stealth +12, Survival +14
  Languages: Abyssal, Common, Weirdling
  Special Qualities: blood pool, reform

 

Special Abilities

Blood Pool (Ex)

A blood weird's pool is a bubbling, flowing mass of dark, rich, red blood. Creatures pinned underneath the blood are subject to drowning (see below).

Drench (Ex)

The weird's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic cast by a sorcerer whose level equals the weird's HD total.

Drown (Ex)

If a blood weird grapples a foe, it can fully immerses its victim in its blood pool as a free action. A victim completely immersed must hold its breath or drown. See the "Drowning" section in the Pathfinder Core Rulebook.

Reform (Ex)

When reduced to 0 hit points or less, a blood weird collapses back into its pool. Four rounds later, it reforms at full strength minus any damage taken from fire-based spells and effects.

Siphon (Su)

A blood weird that hits a foe siphons off a portion of its blood. This attack deals 1d4 points of Constitution damage each time the blood weird hits. A creature struck can make a successful DC 17 Fortitude save to negate the ability damage that round. The save DC is Constitution-based. Creatures without blood (GM's discretion) are immune to this effect.

Transparency (Ex)

A blood weird is effectively invisible in its pool until it attacks.
 

Ecology

Environment: Any, Inner and Outer planes
Organization: solitary or pack (2-4)
Treasure: standard

  Sages are unsure as to the exact nature of the blood weird. Though classified as a weird, its plane of origin is unknown. Does there exist somewhere within the great configuration of inner and outer planes a plane composed entirely of blood? Some say yes. Others doubt it. Whatever the truth, sage cannot argue the existence of the creature known as a blood weird.
  Blood weirds are virtually unknown and so are rarely encountered outside their native plane. When summoned to the Material Plane, great care must be taken, for these creatures cannot exist without a large source of blood. Before summoning this creature, casters often fill a large basin or font with the blood of slain foes or captives.
  Blood weirds wait patiently in their pool for potential prey. When a foe wanders close, the weird lashes out and intertwines itself around the opponent. On the next round, it attempts to fall back into its pool, bringing the grabbed opponent with it. Grabbed foes are either drowned or subjected to its siphoning attack.

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