Bloodshroud
Creature 13 (uncommon) — undead, unholy
Pre-Remaster content. May include legacy alignment.
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.
Source: blood-lords-bestiary (Pre-Remaster)
Perception +23
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
Ref +26
Will +23
HP 210
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Resistances cold 10, electricity 10, fire 10, piercing 10, slashing 10
Speed 0 feet, fly 30 feet
Offense
Melee Greatsword +26, Damage 3d10+15 slashing
Melee Claw +25, Damage 3d8+14 slashing
Abilities
Lifesense 60 feet — Lifesense
Bloodshift (teleportation) —
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 — Negative Healing
Spellstrike — 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.
Spells
Polar Ray (rank 8)
Disintegrate (rank 6)
Chromatic Ray (rank 4)
Acid Arrow (rank 2)
Scorching Ray (rank 2)
Shocking Grasp (rank 1)
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