Blood Knight Fighter 12

Blood Knight Fighter 12 CR 13

XP 25,600
Male human blood knight fighter 12
LE Medium undead (augmented humanoid)
Init +4; Senses darkvision 60 ft.; Perception +10
Aura blood slick (10-ft.-radius spread, DC 20)


AC 26, touch 15, flat-footed 22 (+10 armor, +1 deflection, +4 Dex, +1 shield)
hp 142 (12d10+72)
Fort +14, Ref +12, Will +7; +3 vs. fear
Defensive Abilities bravery +3; DR 10/bludgeoning; Immune undead traits


Speed 30 ft.
Melee +2 bastard sword +24/+19/+14 (1d10+14/17–20 plus bleed) or +2 bastard sword +20/+15/+10 (1d10+14/17–20 plus bleed) and +1 bastard sword +19 (1d10+10/17–20 plus bleed) or slam +19 (1d4+10 plus blood drinking plus grab)
Special Attacks bleed 2, blood drinking, fountain of blood (DC 20), poison blood (DC 20), weapon training (heavy blades +2, natural +1)


During Combat He attacks with two bastard swords, one in each hand. He uses his fountain of blood ability to produce a blood slick to poison and knock down opponents, focusing his attacks on prone foes. He moves to threaten any spellcasters with his Disruptive feat and to eliminate any clerics before they can channel positive energy to harm him.

Morale The blood knight fights until destroyed.


Str 22, Dex 18, Con —, Int 8, Wis 12, Cha 19
Base Atk +12; CMB +18 (+22 grapple); CMD 33
Feats Bleeding Critical, Combat Reflexes, Critical Focus, Disruptive, Exotic Weapon Proficiency (bastard sword), Greater Weapon Focus (bastard sword), Greater Weapon Specialization (bastard sword), Improved Critical (bastard sword), Lightning Reflexes, Toughness, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
Skills Escape Artist +12, Intimidate +19, Knowledge (engineering) +5, Perception +10; Racial Modifiers +10 Escape Artist
Languages Common
SQ armor training 3, blood body, bonded armor
Gear +1 full plate, +2 bastard sword, +1 bastard sword, brooch of shielding, cloak of resistance +2, ring of protection +1


Blood Body (Ex)

A blood knight can store items within its liquefied form. It can retrieve any item stored in its body as a move action or as a free action that is part of a move. An item to be stored must be of a size and shape that fits within whatever portion of the blood knight’s armor it is placed.

Blood Drinking (Ex)

Any living creature damaged by a blood knight’s slam attack takes 1 point of Constitution damage in addition to the normal damage. If the blood knight grapples an opponent, it deals 1d4 points of Constitution damage each round that the grapple is maintained. The blood knight gains 5 temporary hit points for 1 hour each round it drains blood.

Blood Slick (Ex)

A blood knight constantly drips slippery blood in a 10-foot-radius spread around itself. The blood slick functions as a grease spell with a save DC of 20. Blood knights are immune to any blood knight’s blood slick.

Bonded Armor (Ex)

A blood knight always wears the armor in which it died. It cannot remove this armor or exchange it for another suit. If the armor is destroyed, the blood knight is destroyed as well. The blood knight has a +5 bonus on saving throws made on behalf of its armor.

Fountain of Blood (Ex)

As a full-round action, a blood knight can spray blood from its armor in a great cascade. Each creature within a 15-foot radius is covered in blood and must succeed on a DC 20 Fortitude save as though it had ingested the blood knight’s poisonous blood. The blood fills the area until the blood knight’s next turn. Creatures entering the spray while it persists are subject to its effects, but a creature can be affected only once per round. The area covered by the blood spray becomes coated as though by a blood slick and remains slippery for 6 rounds, or until the blood is washed away with at least 5 gallons of water or other liquid, or burned away with normal or magical fire as a full-round action.

Creatures and objects within the area that do not have total cover are coated with the blood, which functions as a grease spell for the purpose of using and handling items (DC 20 Reflex save negates). Failure means the item is immediately dropped. A creature coated in blood gains a +10 bonus on Escape Artist checks. Once the blood knight has used its fountain of blood attack, it must wait 1d4 rounds before it can do so again. Blood knights are immune to any blood knight’s fountain of blood.

Poison Blood (Ex)

Fountain of blood—contact or ingested; save Fort DC 20; frequency 1/round for 6 rounds; initial effect 1 Con damage; secondary effect nauseated for 1 minute; cure 2 consecutive saves.

Section 15: Copyright Notice

Pathfinder Adventure Path #47: Ashes at Dawn. © 2011, Paizo Publishing, LLC; Author: Neil Spicer.

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