Size:
± Medium
Type:
± Undead
Form:
Temper:
# App:
± 1d2
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 0
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
Climb/Arboreal:
Flight:
± 60'
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
1 whip + enshroud
Circumstance: Combat
1d4 whip +special, blinding blood spray
Offense
1 blood spray
Circumstance: Combat
1d4 whip +special, blinding blood spray
Special
Damage Resistance
Takes half damage from bludgeoning weapons, and only 1 point from piercing weapons (plus any magical bonus).
Special
Blood Spray
Sprays blood up to 5 feet at any opponent's eyes. An opponent hit must save vs. Poison or be blinded permanently.
Special
Enshroud
If the bloodshroud hits and surpasses the victim's AC by 5 points, the victim will be pulled under the shroud, where they will be paralyzed and suffer 1 level of energy drain per round, due to bloodsucking, until they die. The bloodshroud's victim receives half of any damage suffered by the shroud, except for piercing or bludgeoning damage, which will be normal.
Special
Enshroud Movement Penalty
While bloodsucking a victim, the shroud may only move 20 feet per round, may not fly, and suffers a -2 penalty to Armor Class. Anytime the bloodshroud receives damage, the victim is entitled to a save vs. Paralysis to escape.
Special
Undead Immunities
Immune to sleep, charm, and hold magic, as well as any spells affecting the mind.
Special
Turn Undead
Can be Turned by a Cleric as if it were a Wraith.
Environments
any
A floating man covered in a bed sheet, soaked in dripping fresh blood
A Bloodshroud resembles a floating man covered in a bed sheet, soaked in dripping fresh blood. It takes half damage from bludgeoning weapons, and only 1 point from piercing weapons (plus any magical bonus).
A bloodshroud attacks by spraying blood up to 5 feet at any opponent's eyes. An opponent hit must save vs. Poison or be blinded permanently. It can also attack by whipping with its cloak. If the bloodshroud hits and surpasses the victim's AC by 5 points, the victim will be pulled under the shroud, where they will be paralyzed and suffer 1 level of energy drain per round, due to bloodsucking, until they die. The bloodshroud's victim receives half of any damage suffered by the shroud, except for piercing or bludgeoning damage, which will be normal.
While bloodsucking a victim, the shroud may only move 20 feet per round, may not fly, and suffers a -2 penalty to Armor Class. Anytime the bloodshroud receives damage, the victim is entitled to a save vs. Paralysis to escape.
As undead monsters, bloodshrouds are immune to sleep, charm, and hold magic, as well as any spells affecting the mind. A bloodshroud can be Turned by a Cleric as if it were a Wraith.
Basic Fantasy Field Guide Omnibus
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Pathfinder 2e
Actions/Abilities/Traits: Pathfinder 2e
Ability
Arcane Innate Spells
DC 33, attack +25; 8th polar ray (×3); 7th disintegrate; 6th acid arrow (×3), chromatic ray (×3), scorching ray (×3), shocking grasp (×3)
Ability
Bloodshift [Reaction]
Circumstance: Trigger: A creature within 30 feet of the bloodshroud takes damag
The bloodshroud transports itself and any items it's carrying to any unoccupied space adjacent to the triggering creature.
Ability
Critical Failure
As failure, but the creature becomes drained 2, and the bloodshroud gains 25 temporary Hit Points.
Ability
Critical Success
As success, but the creature becomes temporarily immune to Sanguine Shroud for 24 hours.
Ability
Failure
The creature becomes drained 1 and takes 2d6 persistent bleed damage. The bloodshroud gains 15 temporary Hit Points.
Ability
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.
Ability
Spellstrike
Frequency:
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.
Ability
Success
The creature is unaffected.
Offense
Melee
Circumstance: combat round (melee)
greatsword +26 [+21/+16] (magical, versatile P), Damage 3d10+15 slashing
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
paralyzed
poison
unconscious
Item
+1 striking greatsword
Language
Abyssal
Celestial
Common
Draconic
Necril
Perception
darkvision
lifesense 60 feet
Resistance
cold 10
electricity 10
fire 10
piercing 10
slashing 10
Actions/Abilities/Traits: Pathfinder 2e
A floating man covered in a bed sheet, soaked in dripping fresh blood
A Bloodshroud resembles a floating man covered in a bed sheet, soaked in dripping fresh blood. It takes half damage from bludgeoning weapons, and only 1 point from piercing weapons (plus any magical bonus).
A bloodshroud attacks by spraying blood up to 5 feet at any opponent's eyes. An opponent hit must save vs. Poison or be blinded permanently. It can also attack by whipping with its cloak. If the bloodshroud hits and surpasses the victim's AC by 5 points, the victim will be pulled under the shroud, where they will be paralyzed and suffer 1 level of energy drain per round, due to bloodsucking, until they die. The bloodshroud's victim receives half of any damage suffered by the shroud, except for piercing or bludgeoning damage, which will be normal.
While bloodsucking a victim, the shroud may only move 20 feet per round, may not fly, and suffers a -2 penalty to Armor Class. Anytime the bloodshroud receives damage, the victim is entitled to a save vs. Paralysis to escape.
As undead monsters, bloodshrouds are immune to sleep, charm, and hold magic, as well as any spells affecting the mind. A bloodshroud can be Turned by a Cleric as if it were a Wraith.
Basic Fantasy Field Guide Omnibus