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| crimsonwolf04-10-07, 08:11 PM | Summon Blood Elemental Conjuration (Summoning) [Evil] Level: Clr 5 Components: V, S, M, DF Casting Time: 1 full round Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned Medium-size blood elemental Duration: 1 round/level Saving Throw: None Spell Resistance: No This spell summons a blood elemental to attack your enemies. It appears where you designate and acts immediately, on your turn. As soon as it arrives, you must designate its target or targets by pointing. If there are multiple creatures in the general area where you point, it attacks them all. Because of the blood elemental's incomprehensible nature (see the Incomprehensible special quality, below), it is not possible to communicate with it by any means that involves language (including a tongues spell or a monk's tongue of the sun and moon ability). Thus, you cannot redirect its attacks verbally, command it to take other actions, or otherwise control it in any way. A blood elemental cannot be dismissed the way other summoned creatures can. If there are no enemies present, or if the blood elemental destroys all the creatures designated as enemies before the duration of the spell ends, it either returns to its home plane voluntarily (25% chance) or attacks the nearest creature (75% chance), even if that creature is you. If it decides to continue attacking and there are multiple potential targets at the same distance, it chooses the one that seems weakest. When the spell duration expires, the creature disappears at the end of your turn if it has not already departed. Material Component: A drop of blood from a good creature. Blood Elemental Medium-Size Outsider Hit Dice: 5d8+12 (37 hp) Initiative: +1 Speed: 20 ft., swim 90 ft. AC: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19 Attacks: Slam +8 melee Damage: Slam 1d8+4 Face/Reach: 5 ft. by 5 ft./5 ft Special Attacks: Bloodbath, cause insanity Special Qualities: DR 5/+1, incomprehensible, immunities (critical hits, mind-affecting effects, stunning), outsider traits Saves: Fort +7, Ref +5, Will +4 Abilities: Str 17, Dex 12, Con 17, Int 10, Wis 11, Cha 19 Skills: Listen +8, Move Silently +9, Search +8, Spot +8, Swim +19 Feats: Cleave, Power Attack Climate/Terrain: Any Organization: Solitary CR: 6 Treasure: None Alignment: Always neutral evil Advancement: 6-10 HD (Large); 11-15 HD (Huge) A blood elemental is a dreadful creature from a remote outer plane. It is extremely alien in both appearance and outlook, and it has a bizarre intelligence all its own. In their home plane, blood elementals have a civilization of sorts, though its nature is incomprehensible to visitors. When summoned to the Material Plane (see summon blood elemental spell, above), they are eager to lay waste to all about them. A blood elemental resembles a water elemental except that its fluid body is composed entirely of red, viscous blood. It oozes and undulates as it moves, leaving streaks of red on any surface it traverses. Blood elementals communicate with each other via a language of their own that sounds like a series of shuddering gurgles and burps. COMBAT Blood elementals are extremely hostile and do not hesitate to fight any creature designated as an enemy by their summoners. In melee, they prefer to deal damage immediately with their slam attacks, then use their bloodbath ability on foes that seem weak enough to grapple. Beyond this technique, they exhibit no clear strategy. Bloodbath (Ex): With a successful grapple check (grapple bonus +12, including a +5 racial bonus on grapple checks), a blood elemental may engulf a creature of up to its own size category. An engulfed creature is subject to drowning (see the Drowning Rule in Chapter 3 of the Dungeon Master's Guide). The elemental may eject the engulfed creature at any time. A victim that is still alive when it emerges from the blood elemental's body (whether by escaping the monster's hold or by being ejected) takes 1d6 points of Wisdom damage because of the strain on its sanity that the sensation of drowning in blood produced. Furthermore, the victim creature must make a successful Fortitude save (DC 15) on emerging or be nauseated for 2d6 rounds. Cause Insanity (Su): Once per day, a blood elemental can produce an effect identical to that of the insanity spell (caster level 13th; save DC 16). Immunities(Ex): The blood elemental's alien psychology and physiology make it immune to critical hits, mind-affecting effects, stunning. Incomprehensible (Ex): Because of its alien mentality, a blood elemental does not understand verbal communication of any sort, nor can its own gurgling language be understood by any creature except its own kind. A blood elemental is immune to all language-dependent spells and effects, and no mundane or magical effect that usually allows verbal communication (including a tongues spell or a monk's tongue of the sun and moon ability) functions with respect to it. Outsider Traits: A blood elemental has darkvision (60-foot range). It cannot be raised or resurrected. |
| NoldorForce04-10-07, 08:29 PM | What are you trying to ask/show here? From what I can tell, the entirety of your post is copied directly from here (http://wizards.com/dnd/article.asp?x=dnd/sb/sb20030208a). |
| crimsonwolf04-10-07, 11:07 PM | :D |