Large Construct, Neutral Evil
Armor Class 17 Natural
Hit Points 104 (11d10 + 44)
Speed
STR
14 (+2)
DEX
18 (+4)
CON
18 (+4)
INT
5 (-3)
WIS
10 (+0)
CHA
8 (-1)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 feet, Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Immutable Form. This Golem is immune to any spell or effect that would alter its form.

Liquid Form . The Blood Golem can move through a space as narrow as 1 inch wide without squeezing.

Wounding Presence. When a living creature within 30 feet of the blood golem takes Slashing or Piercing damage they take an additional 1d8 damage.

Congealing Mass. The Blood Golem gains and loses size as its health fluctuates. A full health blood golem is always large. If the total of its Temporary hit points and Hit Points is less than 50 it becomes Medium and its Blood Blades deal 1d8 less slashing damage. If a combination temp HP and regular HP ever exceed its maximum hit points it becomes Huge gaining 5 feet of reach and dealings an additional 1d8 slashing damage with its Blood Blades.

 

Actions

Multiattack. Blood Golem makes two attacks with its Blood Blades or uses its Siphon ability once. If the Blood Golem cannot reach any enemies, it may sacrifice ten hit points or temporary hit points to attack once with a Blood Blade extending its range to 30 /60 feet for the attack

Blood Blades. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:  (2d8+4) Slashing damage. Plus 1d6 Necrotic

Siphon (Recharge 5-6) The Blood Golem drains life from those around it. It attempts to pull blood from their bodies and into itself. This deals 6d8 Necrotic Damage to all creatures within 30 feet. A DC 16 constitution saving throw halves this damage. A creature has disadvantage on this save if it is below half of its maximum hit points. The Blood Golem gains temporary hit points equal to half the amount of damage dealt this way.

 

 

Reactions

Blood Drain. If a living creature within 30 feet of the Blood Golem that the Blood Golem can see is reduced to 0 hit points or fails a death saving throw. It may take this reaction to siphon the last bit of its life. This gives the creature one failed death saving throw and heals the golem for 4d8+4 hit points. If this would kill the creature it instead heals for 36 hit points.  

Description

Profane Construction: The Blood Golem is comprised of a rolling mass of blood, normally held together in a vaguely humanoid shape. Constructing of a Blood Golem requires an adequate supply of blood along with various alchemical reagents. This mixture is poured into a mold and the mold itself must be inscribed with various arcane and profane symbols to harness and bind the elemental spirit to the blood.

Servant of Evil: Unlike most golems the magical energy required to create a Blood Golem infuses it with evil energies, typically from the abyss or 9 hells. They are typically only found in the employ of evil creatures such as Hags, Vampires, liches, etc.

Vengeful Desire: The profane ceremony to create a Blood Golem requires the blood of at least one intelligent living creature. Typically, the Golem's only drive once it is animated is to slay its final donor. At which point it becomes wholly loyal to its creator. However, if the Golem is not able to do so it will quickly become unstable and uncontrollable. It will begin to track the creature with a single-minded ferocity and the shared blood between the two of them allows it to have a rough estimate what direction and how far away its bonded creature is so long as they share a plane. They bear a special hatred for any creatures whose blood they possess but any living creature unlucky enough to cross their path will find themselves in mortal danger.

Previous Versions

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10/7/2022 5:53:03 AM
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