| Post/Author/DateTime | Post |
|---|---|
| cwslyclgh09-22-03, 03:31 PM | Welcome to the 66th installment of my monster of the week, hope you have enjoyed them so far, and I hope that you will continue to enjoy and find use for them. as always I am interested in your feedback. Wes :) Blood Monster Large Aberration Hit Dice: 6d8+18 (45 hp) Initiative: +2 (Dex) Speed: 40ft. Armor Class: 19 (-1 size, +2 Dex, +8 Natural) Touch 11, Flat-footed 17 Base Attack/Grapple: +4/+10 Attack: Antennae slash +6 melee (1d10+2) Full Attack: 2 antennae slashes +6 melee (1d10+2) Space/Reach: 10ft./10ft. Special Attacks: Bleeding Wounds Special Qualities: Darkvision 90ft., Scent Saves: Fort +5, Ref +4, Will +6 Abilities: Str 15, Dex 15, Con 16, Int 2, Wis 12, Cha 10 Skills: Listen +7, Spot +7, Survival +2 Feats: Alertness, Weapon Focus (antennae slash), Track Environment: Underground Organization: Solitary or pair Challenge Rating: 4 Treasure: None Alignment: Always Neutral Advancement: 7-15 HD (large) 16-18 HD (Huge) Level Adjustment: -- Believed to have been created in ages past by the experimentation of an insane lich lord, the Blood Monster is a rare and dangerous offshoot of rust monster. In appearance a Blood Monster looks much like the creatures they were originally made from, although they are larger and their bumpy hide is uniformly deep crimson in color. Unlike their more common relatives, the Blood Monster has a toothless sucker like mouth, and the antennae below its eyes are not feather-like, in stead they are bladed with sharp scalpel like edges of gray-green bone. Blood Monsters are often found in the same areas as normal rust monsters, and they often follow the other creatures around, waiting for them to destroy the armor and weapons of potential prey, to make the kills that much easier. COMBAT Blood Monsters can smell blood from up to 90 feet away. They prefer humanoid blood but will take other types if food is scarce (they never drink the blood of other Blood Monsters or Rust Monsters however). When blood is detected the Blood Monster will generally rush forth to try to slash at the potential prey, seeking to create as many bleeding wounds as possible. After the battle they happily go about sucking up the spilled blood with their sucker like mouths. Although they lack the rusting ability of their more common relatives, Blood Monsters are possibly a greater danger due to their lethal attacks. Bleeding Wounds (Ex): The bony blades on the Antennae are coated in a clear enzyme that prevents blood from clotting. Any creature hit by a Antennae slash will continue bleeding, taking 2 points of damage per round until the wound is bound or healed magically. Multiple hits are cumulative, so that a creature hit three times will take 6 points of bleeding damage per round, etc. Binding the wound requires a successful heal check (DC 15). Non-living creatures such as undead or constructs, as well as elementals, plants and oozes are immune to this bleeding affect, as is any other creature with out blood or ichor of some sort. |
| RhoxandRoll09-22-03, 04:53 PM | Mmmm...bloody creepy things. |
| Dr_Draco09-22-03, 05:16 PM | Not bad. I especially like their bleeding wounds ability. The CR on them looks like it could maybe go to 5, but that's just a first look glance. 4 probably fits just fine. Anyhow, I like 'em. Simple and good at what they do :devil:. :behold: Dr. D P.S. - I finally got around to updating the archive. I've been pretty busy these past couple of weeks, so I didn't have time to update it earlier. |
| sandskimmer09-22-03, 05:24 PM | AC should be 19 (base 10 + 8 natural + 2 dex = 20 -1 size = 19) |
| Steve Russell09-23-03, 05:36 AM | Oh I love this monster but I miss the days when bleeding wounds were usually harder to heal than than a cure minor wounds. I would have loved to see the enzime stop healing from being affective against the wounds for 24 hours unless a Caster Level Check was made or some such. |
| Mr.Waesel09-23-03, 05:39 AM | Originally posted by Steve Russell also maybe attenna slash +4 BAB+2str+1 weapon focus =+7 -1 size = 6. I'm not entirely sure, but isn't the DC for stopping a bleeding wound not also based on the creature? (it is with the Cornugon, and iirc also with the leechwalker from MM2) In wich case the DC would become 16. Great monster, of course. Have you chcecked the articles on the elemental plane of blood on the main site? These critters could maybe live there. |
| cwslyclgh09-23-03, 11:47 AM | AC should be 19 (base 10 + 8 natural + 2 dex = 20 -1 size = 19) fixed I'm not entirely sure, but isn't the DC for stopping a bleeding wound not also based on the creature? (it is with the Cornugon, and iirc also with the leechwalker from MM2) In wich case the DC would become 16. I am not sure either, I have always used DC 15 for wounding effects, the leechwalker in MM2 makes no sense, because the DC is 10, and if it followed the normal DC progression it should have been DC 19 |
| sandskimmer09-23-03, 04:01 PM | Shouldn't your flat-footed AC now be 17? |
| cwslyclgh09-23-03, 04:03 PM | yes |