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The Bloodstorm

A hundred thousand leeches, mosquitos, and parasites form a roiling mass of hunger and malice. It moves like a storm through the tunnels and caverns of the Emperor's Peak, constantly in search of its next meal. Though it has many bodies, it has just one, startlingly clever mind. The flames and smoke of the cities keeps it at bay, but in the darkness, it is at home. The dwarves of Highhelm have learned how to live with the threat, but those traveling deeper into the mountain must always remain vigilant.

In the swamps of the Tanglebriar, food is difficult to come by. So when a grievously wounded demon, a shemhazian known as Gratheyr, fled into its waters to escape from his enemies, every starving creature swarmed at the smell of blood. As the creatures devoured his flesh, they were corrupted by his Abyssal blood, and their hunger only grew. They feasted until nothing but his heart remained, still beating at the center of the swarm, binding it to a single will. With its meal finished, the bloated swarm left the swamp in search of its next prey. It moved aimlessly, hunting animals and travelers alike, until a great rumble beneath the earth attracted its attention. The Bloodstorm followed the vibrations deep underground, toward the scent of sweat and the sounds of voices.

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak The BloodstormCreature 13

Legacy Content

Unique NE Huge Demon Swarm 
Source Highhelm pg. 128
Perception +25; bloodsense (precise) 120 feet, tremorsense (precise) 60 feet
Languages Abyssal; (can't speak any language)
Skills Athletics +22, Stealth +26
Str +2, Dex +6, Con +4, Int +2, Wis +5, Cha -2
AC 33; Fort +20, Ref +26, Will +23
HP 230; Immunities precision, swarm mind; Resistances physical 15; Weaknesses area damage 15, fire 15, splash damage 15
Bloodsense The Bloodstorm can precisely sense bleeding creatures within 120 feet.
Speed 40 feet, climb 40 feet, fly 15 feet
Melee [one-action] Requirements The Bloodstorm is in Demon Shape; Effect pincer +25 [+20/+15] (evil, magical, reach 20 feet), Damage 3d8-2+15 piercing plus 1d4 evil and Improved GrabBiting Constrict [one-action] Requirements The Bloodstorm is in Demon Shape and has a creature grabbed; Effect The writing mass of the Bloodstorm's pincer bites the grabbed creature, dealing 3d8+8 piercing damage (basic Fortitude save). On a failure, the creature also takes 1d8 persistent bleed damage.Biting Swarm [one-action] Each creature in the Bloodstorm's space takes 3d6 piercing and 3d6 slashing damage (DC 29 basic Fortitude save). Creatures that fail their saving throw also take 1d8 persistent bleed damage.Demon Shape [one-action] The swarm condenses into the solid shape of a shemhazian demon. While in this form, it's a gargantuan creature, cannot share the space of another creature, and can use its pincer attack. It loses its resistance to physical damage as well as its weaknesses to area and splash damage. Any creatures sharing a space with the Bloodstorm when it transforms are pushed into the nearest empty space. The Bloodstorm can use this action again to revert to its swarm shape.Feeding Frenzy [two-actions] Requirements There are bleeding creatures in the Bloodstorm's space; Effect The bleeding creatures take 3d8 piercing and 3d8 slashing damage (DC 32 basic Fortitude save). The Bloodstorm gains temporary Hit Points equal to half of the damage dealt this way.

Sidebar - Additional Lore Sadistic Hunter

While the Bloodstorm is mostly driven by animal instincts, it still has traces of the shemhazian's obsession with torment and pain. It's been known to leave victims wounded but alive, allowing them to narrowly escape. The swarm then follows the trail of blood, remaining hidden until the victim find's someone who can offer aid. Once the rescuer has treated the victim's injuries and they feel safe, it fills the tunnel with the sound of buzzing and floods in to strike. While dwarves from urban centers may consider these old wives' tales, those further from the city know well the dangers of an open wound.