blood golem

(Generated 48 times)
Namelist None
Rank Skilled
Race Gas Cloud
Cult rank None
Notes A tower of blood in humanoid form sloshes within the clotted surface that holds it in a stable form.each body adds 1d10 CON to the construct (most are made of 20 bodies) Immune to magic Blood Drain A blood golem heals 5 hit points each round it drains blood. Clotted Skin A blood golem can congeal its surface into a hard skin as an action, allowing it to assume a vaguely humanoid form. With its skin, it gains 5 AP to all attacks bar bludgeoning (Added), natural armour +6 (added), and speed 6 m, but loses its bonless abilities. It can liquefy this skin as an action, losing its natural +6 Natural AP and +5 AP resistance, changing its speed to 10 feet, and regaining the boneless abilities. The golem normally maintains its congealed skin, liquefying itself only when it has to pass through obstacles that would hinder its solid form. Immunity to Magic A blood golem is immune to any spell or spell-like ability, in addition, certain spells and effects function differently against the creature. Cure spells affect it as if it were a living creature, but only cure the minimum amount of damage. Spells and effects that specifically affect blood (such as boiling blood) affect it normally. Vulnerable to Bleed Bleed effects, blood drain, and attacks that target a creature’s blood affect a blood golem normally, by reducing its hits by 5 per round. The golem can spend an action to harden its clotted outer shell to end a bleed effect.
STR 4d6
CON 10d10
SIZ 2d6+13
DEX 3d6+8
INT 2d6+1
POW 2d6+6
D20Hit locationArmor
01-20 Body 16
Movement 4 m
Natural armor Yes

Non-random features

Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.
Ability ***Construct*** Immune to fatigue effects. No detrimental effects of serious and major wounds even though can lose locations. Major Wound to head or chest (choose) will destroy the construct. Require no breath, food, water or any other requirement of life to function. No Willpower skill- immune to any form of mental or emotional domination. (Mythras Core 214-218)
Ability ***Grappler*** Successful attack = Grapple + damage. Parried attack = Grip vs opponent limb or Pin Weapon on weapon. Uses brawn to resist victim breaking free. (Mythras Core 214-218)
Ability ***Vampiric*** Bite drains its victim’s blood, causing an increase in Fatigue levels.
Chaotic feature Boneless - The creature possesses resilient, malleable cartilage rather than bone. It can squeeze through any size of gap and takes no damage from any fall.
Ability ***Constrict*** The first attack against a surprised or helpless target (if it generates a Special Effect) will target the chest or abdomen. No damage is inflicted but the attack automatically establishes a grapple. On the snake’s next turn, it inflicts its Damage Modifier by tightening its coils applying the damage to the Chest or Abdomen area directly: armour does not protect against this constriction damage.

Standard skills

Brawn STR+SIZ Endurance CON+CON Perception INT+POW

Combat styles

envelope and slamDEX+DEX+45

Weapon options

1-handed weapons

Amount: 2
Constrict (1)
slam (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Constrict 1h-melee 1d6 - L - Armour does not protect Y Y 0 0 body
slam 1h-melee 2d6 L L - bash Y Y 0 0 body