Blood Golem
Large magical beast |
Level 9 Solo
600 XP |
Miniature: "Blood Golem" from Dreamblade (out of production) |
Initiative +10
HP: 250; Bloodied: 125
AC: 22; Fortitude 23, Reflex 21, Will 20
Speed 6
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Senses |
normal
darkvision
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Blood Strike (standard; at-will) |
Reach 2; +8 vs. AC; d10+5 damage and additional 5 damage when target is flanked and 5 additional damage to prone targets.. |
Blood Blast (standard; recharge   ) |
Close burst 1; targets enemies; +11 vs. Fort; d8+5 damage and knocked prone |
Gore Cast (standard; at-will) |
Range 8; +12 vs. AC; d12+2
Hit: Blood Blight disease: -4 to attack rolls (save ends) |
Divide Self: As a minor action, a Blood Golem can divide a portion of itself into a small Blood Minion. When it does so, it loses 25 HP. |
Blood Minion
Small magical beast
HP 20; Bloodied 10
AC 19; Fortitude: 20; Reflex: 18; Will: 18
Speed: 3
Blood Slash (standard; at-will)
+6 vs. Reflex; d6+1 damage
Free Movement: Blood Golems do not provoke opportunity attacks when they move and may move through enemy squares. |
Alignment Evil |
Languages |
Common
Primordial
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str 23 (+10) |
dex 18 (+4) |
wis 14 (+2) |
con 16 (+3) |
int 11 (+1) |
cha 16 (+3) |
Resist Fire: 5
Vulnerability to Radiant: 5
Blood Mark: (minor action) Marks a target one or two squares away. More than one creature may be marked at one time. |
Tactics: Blood Golems attempt to get in close and mark as many enemies as possible. Their Blood Strike deals additional damage when flanking, so it makes every effort to flank. |
Blood Golem Lore
A character knows the following information about Blood Golems with a successful Religion check:
DC 20: Blood Golems are undead.
DC 25: Blood Golems are resistant to fire attacks.
DC 28: Blood Golems are vulnerable to radiant attacks.
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