Elemental (Ravenloft), Blood [757]

Climat/Terrain Any Ravenloft
Organisation Solitary
Fréquence Très rare
Diète Special
Cycle d'activité Any
Intelligence 5-7 - Intelligence basse
Trésor Nil
Alignement Neutre Absolu
Nombres 1
Classe d'armure 0
Mouvement Au sol : 12''
Vol : - Classe de vol :
Nage :
Enfouissement :
Web :
Dés de vie 8, 12, or 16
Thac0 8 HD: 13 12 HD: 9 16 HD: 5
Nbre d'attaques 1
Dommage / attaques 3-18
Attaques spéciales See below
Défenses spéciales See below
Résistance à la magie Nil
Taille -
8 HD: L (8’ tall) 12 HD: L (12’ tall) 16 HD: H (16’ tall)
Morale 15-16 - Champion
Valeur en XP 8 HD: 3,000 xp
12 HD: 7,000 xp
16 HD: 11,000 xp

Commentaires : A blood elemental can be called forth only from a large quantity of blood or from water drawn from the lungs of drowned men. Because of the difficulty in obtaining these materials, they are the rarest of the Ravenloft elementals.
Blood elementals appear as roughly humanoid creatures composed entirely of blood. They leave a trail of drying blood on the ground behind them and fill the air around them with the smells of salt and iron. A pair of fluid tentacles whip about the creature and allow it to manipulate objects and attack enemies.
Combat : A blood elemental will attack in one of two ways. The first, and most common means of attack is a blow from one of its tentacles. Each such strike inflicts 3d6 points of damage. Further, the victim of such an attack must make a saving throw versus spells or have a portion of his own blood drawn forth from his body and added to that of the elemental. The amount of blood lost in this way is equal to the damage done by the initial blow. Thus, an attack that inflicts 12 points of damage is followed by a potential blood drain that inflicts an additional 12 points of damage. Hit points lost to the blood drain are added directly to the elemental’s own hit point total (to a maximum of 8 hit points per Hit Die). When striking at a target that has no blood of its own (a golem, say), the blood elemental cannot employ its blood drain attack and suffers a -2 penalty per die on all damage rolls (to a minimum of 1 point per die).
In any round that the elemental chooses not to attack, it may attempt to smother an opponent. To do so, the elemental makes a normal attack roll to hurl itself onto the target of the attack. If it succeeds, the victim of the attack must make a saving throw versus death or find that the elemental has filled his nose, mouth, and lungs with blood. The victim of this attack has a very good chance of drowning (as described in the AD&D Player’s Handbook). On the next round, the elemental is free to move away from this victim and attack another character, leaving the first target for dead. Attacks on the elemental while it is smothering do full damage to the elemental and half damage to the victim (who is unable to lash out at the elemental while being smothered).
Curiously, although they are a variant on water elementals, blood elementals are unable to enter or cross open water. If forced into such a situation, they begin to dissipate – suffering 1d10 points of damage per round-until such time as they break contact with the water.