Vaxalon
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Tell me if you think I've got the CR right on this critter:
BLOOD WEIRD
Medium Ooze
Hit Dice: 3d10+15 (31 hp)
Initiative: –5
Speed: 10 ft. (2 squares)
Armor Class: 5 (–5 Dex), touch 5, flat-footed 5
Base Attack/Grapple:+2/+3
Attack: Slam +3 melee (1d6+1)
Full Attack: Slam +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 1d6+1 plus blood drain, improved grab
Special Qualities: Affinity, blindsight 60 ft., immunity to energy, ooze traits
Saves: Fort +6, Ref –4, Will –4
Abilities: Str 12, Dex 1, Con 21, Int —, Wis 1, Cha 1
Skills: —
Feats: —
Environment: Special
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 4–6 HD (Medium); 7–9 HD (Large)
Level Adjustment: —
A blood weird is a long, snake-like sack of blood, surrounded by a thick, rubbery membrane. It is created by magic, brought to life from the blood of a humanoid creature.
Combat
A blood weird strikes like a snake, slamming opponents with its body.
Affinity (Ex): A blood weird carries an instinctive urge to attack any creature whose blood it contains. It can always sense the direction towards the nearest living victim as long as they remain on the same plane. It gets a +2 to all attack rolls against those targets, and will seek them out in preference for all others unless attacked. When all such creatures are dead, it will seek out any other creatures that have blood.
Constrict (Ex): A blood weird deals automatic slam damage with a successful grapple check. In addition, it drains blood.
Drain blood (Ex): A blood weird drains blood from its victims. Any constrict attack drains 1d3 points of CON. Each point of con drained gives the blood weird 6 hit points, to a maximum of 15 per hit die. A blood weird that reaches maximum hit points in this manner will gain an extra hit die if it retains those hit points for one hour. A blood weird that reaches maximum hit points at 9 hit dice will split into three blood weirds of 3 hit dice and maximum hit points if it retains those hit points for 24 hours.
Immunity to Energy: A blood weird takes no damage from fire, cold, electricity, sonic, or acid attacks.
Improved Grab (Ex): To use this ability, a blood weird must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
BLOOD WEIRD
Medium Ooze
Hit Dice: 3d10+15 (31 hp)
Initiative: –5
Speed: 10 ft. (2 squares)
Armor Class: 5 (–5 Dex), touch 5, flat-footed 5
Base Attack/Grapple:+2/+3
Attack: Slam +3 melee (1d6+1)
Full Attack: Slam +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 1d6+1 plus blood drain, improved grab
Special Qualities: Affinity, blindsight 60 ft., immunity to energy, ooze traits
Saves: Fort +6, Ref –4, Will –4
Abilities: Str 12, Dex 1, Con 21, Int —, Wis 1, Cha 1
Skills: —
Feats: —
Environment: Special
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 4–6 HD (Medium); 7–9 HD (Large)
Level Adjustment: —
A blood weird is a long, snake-like sack of blood, surrounded by a thick, rubbery membrane. It is created by magic, brought to life from the blood of a humanoid creature.
Combat
A blood weird strikes like a snake, slamming opponents with its body.
Affinity (Ex): A blood weird carries an instinctive urge to attack any creature whose blood it contains. It can always sense the direction towards the nearest living victim as long as they remain on the same plane. It gets a +2 to all attack rolls against those targets, and will seek them out in preference for all others unless attacked. When all such creatures are dead, it will seek out any other creatures that have blood.
Constrict (Ex): A blood weird deals automatic slam damage with a successful grapple check. In addition, it drains blood.
Drain blood (Ex): A blood weird drains blood from its victims. Any constrict attack drains 1d3 points of CON. Each point of con drained gives the blood weird 6 hit points, to a maximum of 15 per hit die. A blood weird that reaches maximum hit points in this manner will gain an extra hit die if it retains those hit points for one hour. A blood weird that reaches maximum hit points at 9 hit dice will split into three blood weirds of 3 hit dice and maximum hit points if it retains those hit points for 24 hours.
Immunity to Energy: A blood weird takes no damage from fire, cold, electricity, sonic, or acid attacks.
Improved Grab (Ex): To use this ability, a blood weird must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
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