This is a 10-foot long, crimson serpent with glistening scales, dark red in color. Bands of black spiral the length of its body and its eyes are a deep reddish-brown in color.
Blood Weird CR 8
Speed 40 ft.
Melee bite +14 (2d6+6 plus siphon and grab)
Space 10 ft.; Reach 5 ft.
Special Attacks drench, drown
Blood weirds wait patiently in their pool for potential prey. When a foe wanders close, the weird lashes out and intertwines itself around the opponent. On the next round, it attempts to fall back into its pool, bringing the grabbed opponent with it. Grabbed foes are either drowned or subjected to its siphoning attack.
Str 19, Dex 17, Con 15, Int 12, Wis 12, Cha 16
Base Atk +10; CMB +15 (+19 grapple); CMD 28 (can’t be tripped)
Feats Alertness, Great Fortitude, Improved Initiative, Improved Natural Attack (bite), Weapon Focus (bite)
Skills Bluff +16, Intimidate +16, Knowledge (planes) +14, Perception +18, Sense Motive +18, Stealth +12, Survival +14
Languages Abyssal, Common, Weirdling
SQ blood pool, reform
A blood weird’s pool is a bubbling, flowing mass of dark, rich, red blood. Creatures pinned underneath the blood are subject to drowning (see below).
The weird’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic cast by a sorcerer whose level equals the weird’s HD total.
If a blood weird grapples a foe, it can fully immerses its victim in its blood pool as a free action. A victim completely immersed must hold its breath or drown. See the “Drowning” section in the Pathfinder Core Rulebook.
When reduced to 0 hit points or less, a blood weird collapses back into its pool. Four rounds later, it reforms at full strength minus any damage taken from firebased spells and effects.
A blood weird that hits a foe siphons off a portion of its blood. This attack deals 1d4 points of Constitution damage each time the blood weird hits. A creature struck can make a successful DC 17 Fortitude save to negate the ability damage that round. The save DC is Constitution-based. Creatures without blood (GM’s discretion) are immune to this effect.
A blood weird is effectively invisible in its pool until it attacks.
Environment any liquid-based outer or inner plane
Organization solitary or pack (2-4)
Sages are unsure as to the exact nature of the blood weird. Though classified as a weird, its plane of origin is unknown. Does there exist somewhere within the great configuration of inner and outer planes a plane composed entirely of blood? Some say yes. Others doubt it.
Whatever the truth, sage cannot argue the existence of the creature known as a blood weird.
Blood weirds are virtually unknown and so are rarely encountered outside their native plane. When summoned to the Material Plane, great care must be taken, for these creatures cannot exist without a large source of blood. Before summoning this creature, casters often fill a large basin or font with the blood of slain foes or captives.
Weirds are creatures from the various inner and outer planes (including the demi-, para-, and quasi-elemental planes as well as the elemental planes).
They are sometimes encountered on the Material Plane, often in the employ of a powerful spellcaster. Bribery is the usual means of gaining the services of a weird, though some spellcasters resort to even more deceitful practices or trickery to gain the services of these creatures. Spellcaster beware! Weirds are intelligent creatures and do not take kindly to deception (unless they are the ones engaging in such trickery).
All weirds, regardless of their makeup, are serpent-like creatures about 10 feet long, and being of an evil and malign nature. Weirds speak the common language of weirds and the language native to their home plane. Some speak more languages, and still some can speak Common.
Blood Weird from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.