Spellbook
Summon
Blood Elemental
By Ramon Arjona
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Several
decades ago, a young cleric named Siashton Mith decided to devote his
life to the study of divine healing. So dedicated was he to his chosen
field that his grasp of healing magic soon surpassed that of his teachers,
and he established his own hospital.
In the
course of his work, Siashton developed a number of unique spells. Many
of these were intended to help inexperienced clerics temporarily stave
off the worst effects of illness or injury in their patients until more
powerful aid became available. But though he was praised and even revered
for his work, he was not content. He began to expand his research into
less savory areas, reasoning that even power intended for ill might somehow
be used to benefit others. As his research progressed, the spells he developed
began to take on a darker cast. Eventually, he began to search the planes
for potential new sources of healing magic.
During
the course of such an investigation, Siashton discovered a strange new
outer plane (possibly in an alternate cosmology) that was home to ravening
hordes of evil, alien creatures whose bodies resembled animated blood.
Because of this resemblance, he called it the Elemental Plane of Blood,
though it was far removed from any of the elemental planes, and from most
of the multiverse for that matter. Believing that he had discovered a
primal wellspring of life, Siashton worked feverishly on summoning spells
until at last he managed to call a few of the less powerful denizens of
that realm to the Material Plane. This success was what finally cost the
famous cleric his mind.
No one
knows precisely what happened when Siashton summoned these creatures,
but it was clear from the evidence that there had been a major battle
that had destroyed his study. When his three best students found him,
insane and covered in blood from head to foot, they tended his wounds
and tried to piece together the events that had led up to the incident.
Most of his copious writings about the Elemental Plane of Blood had been
destroyed in the fight, but the summon blood elemental spell still survived.
Upon examining it, the younger clerics realized that it was evil in nature,
and that the creatures he had summoned with it must have been responsible
for what had occurred. After a long discussion, the three decided that
his line of research had been ill advised and much too dangerous. Because
the terrible knowledge he had gained presented a danger to the world,
they agreed not to cure his mind, lest he continue to pursue his research
with the dogged zeal for which he was famous. But they could not bring
themselves to destroy the spell itself -- the last link to the realm of
the blood elementals -- in case a way might someday be found to benefit
others through it, as Siashton had intended.
Thus,
Siashton now languishes in the care of his former students, who claim
that he is incurably insane. Known by the common people as the Mad Healer,
he constantly babbles strange, incomprehensible phrases and sometimes
scrawls words and images on the walls of his chamber in blood. Only his
three senior students even know that the summon blood elemental spell
exists. Though they have been tempted to try casting it themselves, they
have not yet dared to do so, lest another disaster occur that would spread
the knowledge of it beyond the walls of their hospital.
Summon
Blood Elemental
Conjuration
(Summoning) [Evil]
Level: Clr 5
Components: V,
S, M, DF
Casting Time:
1 full round
Range: Close
(25 ft. + 5 ft./2 levels)
Effect: One
summoned Medium-size blood elemental
Duration: 1
round/level
Saving Throw: None
Spell Resistance:
No
This
spell summons a blood elemental to attack your enemies. It appears where
you designate and acts immediately, on your turn. As soon as it arrives,
you must designate its target or targets by pointing. If there are multiple
creatures in the general area where you point, it attacks them all. Because
of the blood elemental's incomprehensible nature (see the Incomprehensible
special quality, below), it is not possible to communicate with it by
any means that involves language (including a tongues spell or
a monk's tongue of the sun and moon ability). Thus, you cannot redirect
its attacks verbally, command it to take other actions, or otherwise control
it in any way.
A blood
elemental cannot be dismissed the way other summoned creatures can. If
there are no enemies present, or if the blood elemental destroys all the
creatures designated as enemies before the duration of the spell ends,
it either returns to its home plane voluntarily (25% chance) or attacks
the nearest creature (75% chance), even if that creature is you. If it
decides to continue attacking and there are multiple potential targets
at the same distance, it chooses the one that seems weakest. When the
spell duration expires, the creature disappears at the end of your turn
if it has not already departed.
Material
Component: A drop of blood from a good creature.
Blood
Elemental |
Medium-Size
Outsider |
Hit
Dice: |
5d8+12
(37 hp) |
Initiative:
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+1 |
Speed:
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20
ft., swim 90 ft. |
AC: |
20
(+1 Dex, +9 natural), touch 11, flat-footed 19 |
Attacks:
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Slam
+8 melee |
Damage: |
Slam
1d8+4 |
Face/Reach: |
5
ft. by 5 ft./5 ft |
Special
Attacks: |
Bloodbath,
cause insanity |
Special
Qualities: |
DR
5/+1, incomprehensible, immunities (critical hits, mind-affecting
effects, stunning), outsider traits |
Saves:
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Fort
+7, Ref +5, Will +4 |
Abilities: |
Str
17, Dex 12, Con 17, Int 10, Wis 11, Cha 19 |
Skills: |
Listen
+8, Move Silently +9, Search +8, Spot +8, Swim +19 |
Feats: |
Cleave,
Power Attack |
Climate/Terrain: |
Any |
Organization:
|
Solitary |
CR: |
6 |
Treasure: |
None |
Alignment: |
Always
neutral evil |
Advancement: |
6-10
HD (Large); 11-15 HD (Huge) |
A
blood elemental is a dreadful creature from a remote outer plane.
It is extremely alien in both appearance and outlook, and it has
a bizarre intelligence all its own. In their home plane, blood elementals
have a civilization of sorts, though its nature is incomprehensible
to visitors. When summoned to the Material Plane (see summon
blood elemental spell, above), they are eager to lay waste to
all about them.
A
blood elemental resembles a water elemental except that its fluid
body is composed entirely of red, viscous blood. It oozes and undulates
as it moves, leaving streaks of red on any surface it traverses.
Blood
elementals communicate with each other via a language of their own
that sounds like a series of shuddering gurgles and burps.
COMBAT
Blood
elementals are extremely hostile and do not hesitate to fight any
creature designated as an enemy by their summoners. In melee, they
prefer to deal damage immediately with their slam attacks, then
use their bloodbath ability on foes that seem weak enough to grapple.
Beyond this technique, they exhibit no clear strategy.
Bloodbath
(Ex): With a successful grapple check (grapple bonus +12, including
a +5 racial bonus on grapple checks), a blood elemental may engulf
a creature of up to its own size category. An engulfed creature
is subject to drowning (see the Drowning Rule in Chapter 3 of the
Dungeon Master's Guide). The elemental may eject the engulfed
creature at any time. A victim that is still alive when it emerges
from the blood elemental's body (whether by escaping the monster's
hold or by being ejected) takes 1d6 points of Wisdom damage because
of the strain on its sanity that the sensation of drowning in blood
produced. Furthermore, the victim creature must make a successful
Fortitude save (DC 15) on emerging or be nauseated for 2d6 rounds.
Cause
Insanity (Su): Once per day, a blood elemental can produce an
effect identical to that of the insanity spell (caster level
13th; save DC 16).
Immunities(Ex):
The blood elemental's alien psychology and physiology make it
immune to critical hits, mind-affecting effects, stunning.
Incomprehensible
(Ex): Because of its alien mentality, a blood elemental does
not understand verbal communication of any sort, nor can its own
gurgling language be understood by any creature except its own kind.
A blood elemental is immune to all language-dependent spells and
effects, and no mundane or magical effect that usually allows verbal
communication (including a tongues spell or a monk's tongue
of the sun and moon ability) functions with respect to it.
Outsider
Traits: A blood elemental has darkvision (60-foot range). It
cannot be raised or resurrected.
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About
the Author
Ramon
Arjona is a software developer with Wizards of the Coast. His poetry has
appeared in the Absinthe
Literary Review and the Hawaii Review. His short stories have appeared
in Strange
Horizons.
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