Blood absorption. When blood is splashed onto the golem from any source, it heals by 1d8+4.
Spellcasting. The blood Golem is a spellcaster. Its spellcasting ability is wisdom (spell save DC 14, +4 to hit with spell attacks). The blood golem has following Blood spells prepared:
Cantrips (at will): [blood bullet], [blood whip]
1st level ( 2 slot) blood burst, good blood
2st level (1 slots): create blood weapon
Multiattack. Blood golem can attack twice per turn, with slam and throw
Slam. +5 to hit, reach 10 ft., single target. Hit: (2d8 + 3) blunt damage. Blood golem slam both fist on the groud
Throw. +5 to hit, range 10 ft., single target. Hit: (3d8) blunt damage. Blood golem throw an enemy up to 20 feet and it fall prone. Dc of 18 dex save, on a successful save take galf damage and half distance thrown and no prone.
Guard. As a bonus action, blood golem can disenguage, but only to guard its caster, so entering the closest enemy to the caster attack range.
Oppotunity attack. It can use its weapon (if created) or unarmed strike ( 1d8+3) as a reaction if an enemy leave threat area
Description
a blood golem created by a ninive. they cannot appear in the wild, unless a ninive is unconscious somewhere near. it is a being made of blood and mud, they always follow order, unless there are no one to give them some, then they become a true neutral entity, only atacking when its life is in danger. they can recover if some blood is splashed onto them, from any source.
Comments