Blood elemental

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Blood Elemental

Blood Elemental.png

A blood elemental is a vaguely humanoid form of blood, with a wide base where legs would be.

Blood elementals are moderately smart, but can only speak Machine languages.

Blood Elemental
Paragon   —   148 points
AD  3     GD 7     Will 2     HP  9     Toughness 3
Muscle 4     Accuracy  1     Save DC 4     Magic Power 0
Stealth 3     Perception 0     Agility -4
Descriptors  [ Blooded ], [ Living ], [ Blue ]
Movement  30 meter land speed with 1 meter jump. 35 meter swim speed with 0 meter sink.
Size  4 meters     Reach 2.25 meters
Carrying Capacity 160 kilograms      Weight 5760 Kilograms
Basic Specialties  Physical Evasion, Slippery Wit, Stubborn, Sturdy, Offensive
Advanced Specialties  Ungrabbable 2, Stealthy 2, Sturdy 2, Super-Sturdy
Extras  Big 2

The blood elemental has two hands, and its unarmed attacks deal 1d6+4 damage (Muscle included). It also has a Heavy Muscle-Damage Blood Spray weapon which attacks all creatures and unattended objects in a 90 degree, 90 meter spray for 1d6+5 Physical damage (Muscle included); each time it uses this attack, it takes 1 wound.

As a standard action, the Blood Elemental can drain the blood from the corpse of a non-Shriveled creature of 40 kilograms or more that had an Organic diet and is within reach. Doing so shrivels the corpse and heals the Blood Elemental by 1d3 wounds.

The Blood Elemental can also choose to hide in the body of a creature with Size 4 meters or more. It takes 3 rounds of concentration while being within reach to enter the creature. To leave the creature again takes 1 round of concentration. The Blood Elemental can also be cut out of its host.

Blood elementals don't need to breathe.

Advancement

Blood Wind (20 points): The Blood Elemental can fling itself up to 200 meters as a move action. Doing so inflicts 1 wound on itself. It gets +4 meters to its movement speeds. It gains an Advanced Specialty.

Blood Shrinkage (20 points): The Blood Elemental can hide inside creatures of any size, and only takes 2 rounds of concentration to enter or 1 move action to leave. It gains an Advanced Specialty.