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From Pathfinder #184: The Ghouls Hunger, which isn't enabled.

Bloodshroud

CREATURE 13

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.


Perception +23; darkvision, lifesense 60 feet
Languages Chthonian, Common, Draconic, Empyrean, Necril
Skills Acrobatics +27, Arcana +27, Athletics +22, Occultism +27, Stealth +24
Str +5, Dex +8, Con +2, Int +5, Wis +5, Cha +4
Lifesense 60 feet

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.


AC 33; Fort +20, Ref +26, Will +23
HP 210, void healing; Immunities bleed, death effects, disease, paralyzed, poison, unconscious; Resistances cold 10, electricity 10, fire 10, piercing 10, slashing 10
Bloodshift (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.
Sanguine Shroud (death, 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 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.

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.


Speed fly 30 feet
Melee Greatsword +26 (magical, versatile p), Damage 3d10+15 slashing
Melee Claw +25 (agile, finesse, unarmed), Damage 3d8+14 slashing
Arcane Innate Spells DC 33, attack +25; 8th Polar Ray (×3); 7th Disintegrate; 6th Chromatic Ray (×3), Acid Arrow (×3), Scorching Ray (×3), Shocking Grasp (×3)
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.
Pathfinder #184: The Ghouls HungerOGL