Hemorbeon, knight of the Black Woods
Centaur Blood Knight Fighter 1
NG Large Undead (Augmented Monstrous Humanoid)
Init +4;
Senses Darkvision 60-ft; Listen +3, Spot +3
Auras blood slick 10-ft
Languages Sylvan, Elven
AC 22 (-1 size, +1 Dex, +8 armor, +4 deflection), touch 14, flat-footed 21
hp 33 (5 HD); DR 10/bludgeoning
Fort +5,
Ref +8,
Will +5
Speed 30-ft
Melee longsword +12 (2d6+7/19-20 plus bleeding wounds)
slam +12 (1d8+7 plus blood drain)
hoof +7 (1d6+3 plus blood drain)
Ranged composite longbow (+4 Str bonus) +8 (2d6+4/x3 plus bleeding wounds)
Space/Reach 10-ft/5-ft
Base Atk +5;
Grp +15
Atk Options improved grab
Def Options blood slick (DC 12), poison blood (DC 12)
Special Actions fountain of blood
Combat gear arrows (20)
Abilities Str 24, Dex 18, Con -, Int 8, Wis 13, Cha 11
SQ blood body, bonded armor
Feats Cleave
B, Dodge, Power Attack, Weapon Focus (hoof)
Skills Escape Artist +14*, Jump +8, Listen +3, Move Silently +6, Spot +3, Survival +2
Possessions combat gear plus full plate
Bleeding Wounds (Ex): Each time a blood knight centaur damages a living foe with a piercing or slashing attack, whether with a natural or manufactured weapon, the resulting wound continues to bleed. The bleeding deals 2 points of damage each round until the victim either heals at least 1 point of damage or receives a successful DC 20 Heal check. Multiple blows result in cumulative blood loss.
Blood Body (Ex): Because its body is entirely composed of blood, a blood knight can store items within its 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 stored must be of a size and shape that fits within whatever portion of the blood knight's armor it is placed.
Blood Drain (Ex): Any living creature damaged by a blood knight centaur's natural attack takes 1 point of Con damage in addition to the normal dmg. This Con dmg is subject to the multiplier for a critical hit, just as normal damage would be. In a grapple, a blood knight deals 1d4 points of Con dmg to a living foe ea rd that the grapple is maintained. On each such successful attack, the blood knight gains 5 temporary hp.
Blood Slick (Ex): A blood knight centaur constantly drips slippery blood in a 10-ft radius spread around itself. Any creature that is in this area at the start of its turn must succeed on a Reflex save (DC 12) or fall prone. Furthermore, a creature moving through the area at more than half its normal speed falls prone. To move at half normal speed, the creature must succeed on a DC 10 Balance check. A creature that fails this check by 5 or more falls prone; one that fails by less than 5 makes no progress that round. The blood knight centaur is immune to the slipperiness of any blood knight's blood slick. This ability is Charisma-based.
Bonded Armor (Ex): A blood knight centaur always wears the full plate armor in which it died. It cannot remove this armor or exchange it for another suit. If the armor is destroyed, the blood knight centaur is destroyed as well. The blood knight centaur has a +5 bonus on saving throws made on behalf of its armor.
Fountain of Blood (Ex): As a full-rd action, a blood knight centaur can spray blood from its armor in a great cascade. Each creature within a 15-ft-radius is covered in blood and must succeed on a Fort 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 3-rds, 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-rd action. Creatures and objects within the area that do not have total cover are coated with the blood, and a creature wishing to use, pick up, or cling to an item coated in the blood must succeed on a Reflex save (DC 12) to do so. Failure means the item is immediately dropped. A creature coated in blood gains a +10 bonus on Escape Artist checks.
Once the blood knight centaur has used its fountain of blood attack, it must wait 1d4-rds before it can do so again. Blood knight centaurs are immune to the slipperiness of any blood knight's fountain of blood. This ability is Charisma-based.
Improved Grab (Ex): To use this ability, a blood knight centaur must hit a creature of any size with a natural attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Poison Blood (Ex): Ingested, Fort DC 12, initial damage 1d6 Con, secondary damage nausea for 1-min. Any opponent that strikes a blood knight centaur with a bite attack is subject to this attack, as is any creature in the area of the fountain of blood attack. This ability is Charisma-based.
Skills*: A blood knight centaur gains a +10 racial bonus on Escape Artist checks.
Height 7-ft;
Weight 2100 lbs.;
Hair None;
Skin None;