Difference between revisions of "Blood elemental"

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Blood elementals are moderately smart, but can only speak Machine languages.
 
Blood elementals are moderately smart, but can only speak Machine languages.
 
{{Creature
 
{{Creature
|name=Blood Elemental |points=115 |tier=Paragon
+
|name=Blood Elemental |points=148 |tier=Paragon
|basicspecialties=Avoider, Ungrabbable, Stubborn, Sturdy, Offensive
+
|basicspecialties=Physical Evasion, Slippery Wit, Stubborn, Sturdy, Offensive
|advancedspecialties=Avoider 2, Ungrabbable 2, Determined 2, Energetic, Aggressive 2, Stealthy 2, Perceptive, Sturdy 2, Super-Sturdy
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|advancedspecialties=Ungrabbable 2, Stealthy 2, Sturdy 2, Super-Sturdy
 
|extras=Big 2
 
|extras=Big 2
 
|descriptors=[ [[Blooded]] ], [ [[Living]] ], [ [[Blue]] ]
 
|descriptors=[ [[Blooded]] ], [ [[Living]] ], [ [[Blue]] ]
|ad=7 |gd=9 |will=4
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|ad=3 |gd=7 |will=2
|accuracy=-1 |agility=-3 |stealth=3 |perception=1
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|accuracy=1 |agility=-4 |stealth=3 |perception=0
|movement=36 meter [[land speed]] with 1 meter jump. 41 meter [[swim speed]] with 0 meter sink.
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|movement=30 meter [[land speed]] with 1 meter jump. 35 meter [[swim speed]] with 0 meter sink.
|hp=9 |toughness=3 |savedc=8
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|hp=9 |toughness=3 |savedc=4
|strongman=6 |magic=0
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|muscle=4 |magic=0
 
|size=4 meters |reach=2.25 meters |weight=5760 [[Kilograms]]
 
|size=4 meters |reach=2.25 meters |weight=5760 [[Kilograms]]
 
}}
 
}}
  
The blood elemental has two hands, and its [[unarmed]] attacks deal 1d6+6 damage ([[Strongman]] 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 1d10+6 Physical damage ([[Strongman]] included); each time it uses this attack, it takes 1 wound.
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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 [[dead|corpse]] of a non-[[Shriveled]] creature of 40 [[kilograms]] or more that had an [[survival|Organic diet]] and is within reach. Doing so [[shriveled|shrivels]] the corpse and heals the Blood Elemental by 1d3 wounds.
 
As a [[standard action]], the Blood Elemental can drain the blood from the [[dead|corpse]] of a non-[[Shriveled]] creature of 40 [[kilograms]] or more that had an [[survival|Organic diet]] and is within reach. Doing so [[shriveled|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; it is [[flat-footed]] during that time. To leave the creature again takes 1 round of [[concentration]]. The Blood Elemental can also be [[cut out]] of its host.
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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.
 
Blood elementals don't need to breathe.
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===== Advancement =====
 
===== 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 two [[Advanced Specialties]].
+
'''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 two [[Advanced Specialties]].
+
'''Blood Shrinkage (20 points):''' The Blood Elemental can hide inside creatures of any size, and only takes 2 rounds of [[concentrate|concentration]] to enter or 1 [[move action]] to leave. It gains an [[Advanced Specialty]].

Latest revision as of 19:11, 16 February 2018

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.