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BloodshroudCreature 13


UncommonMediumEvilUndeadUnholy
Source Pathfinder #184: The Ghouls Hunger
Perception +23 (darkvision, lifesense (precise) 60 feet)
Languages Chthonian, Common, Draconic, Empyrean, Necril
Skills Acrobatics +27, Arcana +27, Athletics +22, Occultism +27, Stealth +24
Str +5, Dex +8, Con +2, Int +5, Wis +5, Cha +4

AC 33; Fort +20; Reflex +26; Will +23;
HP 210 (void healing)
Speed 0 feet (fly 30 feet)
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Resistances Cold 10, Electricity 10, Fire 10, Piercing 10, Slashing 10

Greatsword One Action +26 (+21, +16) to hit (magical, versatile p) 3d10+15 Slashing
Claw One Action +25 (+21, +17) to hit (agile, finesse, unarmed) 3d8+14 Slashing

Lifesense 60 feet

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.

Bloodshift Reaction (teleportation)

Trigger A creature within 30 feet of the bloodshroud takes damage


Effect The bloodshroud transports itself and any items it's carrying to any unoccupied space adjacent to the triggering creature.

Sanguine Shroud (death, occult)

The bloodshroud is enveloped by a shroud of flowing blood. If a creature deals damage to a bloodshroud with a melee Strike or touches the bloodshroud, the creature must attempt a DC 30 fortitude save. Any temporary Hit Points the bloodshroud gains from Sanguine Shroud fade after 1 hour.


Critical Success As success, but the creature becomes temporarily immune to Sanguine Shroud for 24 hours.

Success The creature is unaffected.

Failure The creature becomes Drained 1 and takes 2d6 bleed damage. The bloodshroud gains 15 temporary Hit Points.

Critical Failure As failure, but the creature becomes Drained 2, and the bloodshroud gains 25 temporary Hit Points.

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Spellstrike Two Actions

Frequency until recharged


Effect The bloodshroud channels a spell that takes 1 or 2 actions to cast and requires a spell attack roll into a claw or greatsword Strike. The effects of the spell don't occur immediately but are imbued into the bloodshroud's attack instead. The bloodshroud makes a melee Strike with a weapon or claw. The spell is coupled with the bloodshroud's attack, using the attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for the purposes of determining the bloodshroud's multiple attack penalty, but the penalty is not applied until after the Spellstrike. Using Bloodshift automatically recharges the bloodshroud's Spellstrike.


Arcane Innate Spells (DC 33, +25 to hit)

1st Level: Shocking Grasp
2nd Level: Acid Arrow, Scorching Ray
4th Level: Chromatic Ray
6th Level: Disintegrate
8th Level: Polar Ray


During the war between Geb and Nex, necromancers conducted dangerous magical experiments to gain every possible advantage over their enemies. One such endeavor attempted to distill the essence of vampiric mists to create a protective shroud for an army of undead maguses.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.