All Creatures
Abilities | Monsters | NPCs
All | Families | Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z


Bloodshroud

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.

Recall Knowledge - Undead (Religion): DC 33
Unspecific Lore: DC 31
Specific Lore: DC 28

Elite | Normal | Weak
Proficiency without Level

BloodshroudCreature 13

Legacy Content

Uncommon NE Medium Undead 
Source Pathfinder #184: The Ghouls Hunger pg. 82
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
Items +1 striking greatsword
AC 33; Fort +20, Ref +26, Will +23
HP 210 (negative healing); Immunities death effects, disease, paralyzed, poison, unconscious; Resistances cold 10, electricity 10, fire 10, piercing 10, slashing 10
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.Bloodshift [reaction] (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.
Speed fly 30 feet
Melee [one-action] greatsword +26 [+21/+16] (magical, versatile P), Damage 3d10+15 slashingMelee [one-action] claw +25 [+21/+17] (agile, finesse), Damage 3d8+14 slashingArcane 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)
Spellstrike [two-actions] 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.

Sidebar - Related Creatures Blood-Borne Protectors

Vampires, liches, demons, devils, and other powerful evil creatures throughout Golarion might attempt to bind bloodshrouds to their will, perhaps by promising to reverse the magical misfortune that stripped them of their flesh and encased them in permanent shrouds of blood. However, whether such creatures could deliver such a prize remains to be seen.