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Pathfinder

Compendium

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Blood Golem

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A tower of blood in humanoid form sloshes within the clotted surface that holds it in a stable form.

Special Abilities

Blood Drain (Su) A blood golem heals 5 hit points each round it drains blood.

Clotted Skin (Ex) A blood golem can congeal its surface into a hard skin as a full-round action, allowing it to assume a vaguely humanoid form. With its skin, it gains DR 5/bludgeoning, natural armor +6, and speed 30, but loses its amorphous and compression abilities. It can liquefy this skin as a full-round action, losing its DR and natural armor, changing its speed to 10 feet, and regaining the amorphous and compression 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 (Ex) A blood golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature.

Attributes

AC
20, Touch 14, Flat-footed 16 (+4 Dex, +6 Natural)
Alignment
N
Base Atk
+8
CMB
+10 (+14 Grapple)
CMD
24
CR
CR 6
Cha
1
Con
&Mdash;
Creature Type
Construct
DR
5/bludgeoning
Defensive Abilities
Amorphous
Dex
19
Environment
Any
Fort
+2
HP
64 (8d10+20)
Immune
Construct Traits, Magic
Init
N Medium Construct +4
Int
&Mdash;
Melee
2 Slams +10 (2d6+2 Plus Bleed And Grab)
Organization
Solitary Or Gang (2-4)
Ref
+6
SQ
Clotted Skin, Compression
Senses
Blindsight 60 Ft., Darkvision 60 Ft., Low-light Vision; Perception +2
Size
Medium
Special Attacks
Bleed (1d6), Blood Drain (1d2 Con), Constrict (2d6+2 Plus Bleed)
Speed
10 Ft.
Str
14
Treasure
None
Weaknesses
Vulnerable To Bleed
Will
+4
Wis
14
XP
2,400
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