BloodshroudCreature 13
Source Pathfinder #184: The Ghouls Hunger
Perception +23 (darkvision, lifesense 60 feet)
Languages Abyssal, Celestial, Common, Draconic, Necril
Skills Acrobatics +27, Arcana +27, Athletics +22, Occultism +27, Stealth +24
Str +5, Dex +8, Con +2, Int +5, Wis +5, Cha +4
AC 33; Fort +20; Reflex +26; Will +23;
HP 210 (negative healing)
Speed 0 feet (fly 30 feet)
Immunities death effects, disease, paralyzed, poison, unconscious
Resistances Cold 10, Electricity 10, Fire 10, Piercing 10, Slashing 10
Greatsword +26 (+21, +16) to hit (magical, versatile p) 3d10+15 Slashing
Claw +25 (+21, +17) to hit (agile, finesse) 3d8+14 Slashing
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Lifesense 60 feetLifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.
Negative HealingA creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.
Bloodshift (conjuration, necromancy, teleportation)Trigger A creature within 30 feet of the bloodshroud takes damage
Effect The bloodshroud transports itself and any items it's carrying to any unoccupied space adjacent to the triggering creature.
Sanguine Shroud (death, necromancy, occult)The bloodshroud is enveloped by a shroud of flowing blood. If a creature deals damage to a bloodshroud with a melee Strike or touches the bloodshroud, the creature must attempt a DC 30 fortitude save. Any temporary Hit Points the bloodshroud gains from Sanguine Shroud fade after 1 hour.
Critical Success As success, but the creature becomes temporarily immune to Sanguine Shroud for 24 hours.
Success The creature is unaffected.
Failure The creature becomes Drained 1 and takes 2d6 Persistent bleed Damage. The bloodshroud gains 15 temporary Hit Points.
Critical Failure As failure, but the creature becomes Drained 2, and the bloodshroud gains 25 temporary Hit Points.
SpellstrikeFrequency until recharged
Effect The bloodshroud channels a spell that takes 1 or 2 actions to cast and requires a spell attack roll into a claw or greatsword Strike. The effects of the spell don't occur immediately but are imbued into the bloodshroud's attack instead. The bloodshroud makes a melee Strike with a weapon or claw. The spell is coupled with the bloodshroud's attack, using the attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for the purposes of determining the bloodshroud's multiple attack penalty, but the penalty is not applied until after the Spellstrike. Using Bloodshift automatically recharges the bloodshroud's Spellstrike.
Arcane Innate Spells (DC 33, +25 to hit)
1st Level: Shocking Grasp
2nd Level: Acid Arrow, Scorching Ray
4th Level: Chromatic Ray
6th Level: Disintegrate
8th Level: Polar Ray
During the war between Geb and Nex, necromancers conducted dangerous magical experiments to gain every possible advantage over their enemies. One such endeavor attempted to distill the essence of vampiric mists to create a protective shroud for an army of undead maguses.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.