Golem, Blood
System: Pathfinder | SRD
Golem, Blood
CR 6
N
Construct
Medium
Init +4
;
Senses blindsight 60 ft., darkvision 60 ft., low-light vision; Perception +2
Defense
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 64 (8d10+20)
Fort +2
Ref +6
Will +4
DR 5/bludgeoning
Immune construct traits, magic
Weaknesses vulnerable to bleed
Offense
Speed 10 ft.
Melee 2 slams +10 (2d6+2 plus bleed and grab)
Special Attacks bleed (1d6), blood drain (1d2 Con), constrict (2d6+2 plus bleed)
CMB +10 (+14 grapple)
CMD 24
Statistics
Str 14,
Dex 19,
Con -,
Int -,
Wis 14,
Cha 1
Base Atk +8
SQ clotted skin, compression
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.
A tower of blood in humanoid form sloshes within the clotted surface that holds it in a stable form.