Blood Terrors appear to be immortal, and are often found as tomb guardians in the cyclopean barrows of the Tyrannis Gígās (the Tyrant Giants). Long mistaken for some sort of transformation of the Tyrannis’ skyldur (their human serfs or chattel), the true nature of the Blood Terrors was rediscovered when the long-forgotten Idol of the Beast was recovered among the island kingdoms of the south. What had once sealed the Beast’s connection to this world now became a conduit through which its will could be made manifest and around which new cults could arise in dim memory of a primitive and bestial past.
Blood Terrors are a pure extrusion of the Blood of the Beast. Their glistening bodies — with skin-less musculature defined by clotted coagulations — boil with a raw, powerful rage.
BLOOD TERRORS (CR 6): 60 hp (8d8+24), AC 19, claws +11/+11 (2d6+4), Save +9, Ability DC 16.
Str 16, Dex 12, Con 18, Int 10, Wis 14, Cha 10
Skills: Balance +9, Climb +11
Blood Spray (Ex): Works like a grease spell. Persists for 1 minute. Triggered as immediate action if injured. Does not affect other creatures of the Beast.
Blood Blight (Su): 1/day, exude a 20 ft.-radius mist of blood that acts like unholy blight (3d8 points of damage; sickened for 1d4 rounds). Will save halves damage and negates sickened. (Sickened is -2 to all action checks.)
Immune poison
Resist acid 10, cold 10, fire 10
Telepathy 100 ft.
This stat block is designed for use with Legends & Labyrinths. It can be used with 3rd Edition games without modification.
This material is covered under the Open Game License.