Acidic Arcane-Blood Bearhound [Archive] - Wizards Community

Post/Author/DateTimePost
pogrom666

10-22-07, 01:07 PM
That's right folks! The third Monster Manual and a template from Dragon # 350 have been used to create this fun little fella with an apparent CR of 9.

Basically, take your average neutral good bearhound, then throw in some magic blood in his Special Qualities section, jack his CR up by 2, and you're good.

Magic Blood: The arcane-blood creature's blood, in addition to keeping it alive, is quite volatile and dangerous when exposed to the air. Whenever a creature strikes the arcane-blood creature with a piercing or slashing melee weapon, it must immediately make a reflex save (DC 10 + 1/2 the arcane-blood creatures Hit Dice + it's Constitution modifier) or take 1d6 points of damage of the chosen energy type (acid, cold, electricity, or fire). Creatures using reach weapons are not subject to this damage.
An arcane-blood creature takes an additional 1 point of damage of the chosen energy type every time it is struck with a slashing or piercing weapon.

I chose to not put up the entire critter because of a lot of typing involved, and there really isn't a huge amount of changes done to it. The main reason why I'm even posting this is because arcane-bloods can be a good adventure hook. The one I'm using is a ruined wizard's castle in the mountainous woods is right beside a pond. The wizard was tossing his failed magical potions and the like out his window, and they landed in the watering hole. Now in a 100-mile radius there is a large amount of arcane-blooded creatures (i've made everything that is neutral/neutral good into neutral evil because of the tints of evil in the pond) and they are attacking everyone in the forest. The adventurers have to find the reason as to why the animals are shooting acidic blood on people and then neutralize it.