Thursday, November 10, 2016

Serene Annihilation: Blood Golem

I am all in a sea of wonders. I doubt; I fear; I think strange things, which I dare not confess to my own soul.
-Dracula, by Bram Stoker


Day and night are meaningless in the City of the Damned: nightmares no longer obey the cycle of the sun.  From this radiant abyss sloughs the terror known as the Blood Golem.  With an affinity for magic, it seeks out those of the Craft and follows them, slobbering up their supernatural spoor.  It drips with ever-running rills of hot, steaming, red ichor - the leavings of its own abominable existence.  Strange shadows hobble behind it, and there are those who dare whisper it is not the only example of its kind.


 +++BLOOD GOLEM+++

A Blood Golem's starting bid is 45 GC.

A Blood Golem is a HENCHMAN, not HERO.

Name M WS BS S T W I A Ld
Blood Golem 4 3 0 3 3 * 3 3 10

Presence: 0

Equipment: none

Skills: none

SPECIAL RULES
Blood Magic:  Blood Golems are a ghoulish hybrids of flesh and magic.  This is reflected by the following rules:
  • A Blood Golem starts each game with 2 wounds, +1 for each friendly magic user on the table.  Whenever a friendly magic user is taken out of action throughout the course of the game, the Blood Golem immediately loses a wound with no saves possible.
  • A magic user within 12" of the Blood Golem may expend a point of Presence to have the Blood Golem immediately gains 1 wound.  A magic user may only use this ability during his/her own turn
  • Any time a Blood Golem inflicts a wound on an enemy, it immediately gains 1 wound.
  • A Blood Golem may never have more than 10 wounds at a time.
Construct:  If a Blood Golem is taken out of action, it automatically recovers with no need to roll.  If at any time its owning warband has no magic users, the Blood Golem crumbles to a pile of wet bones and is struck from the roster.

Magic Nexus:  All friendly magic users within 6" of a Blood Golem gain +1 to all casting rolls.  This is not cumulative if there are multiple Blood Golems.

Miraculous:  If a friendly magic user within 6" of a Blood Golem casts The Flight of Zimmeran (or any similar spell), the Blood Golem may be moved as well so long as it is placed within 6" of the caster.  It may not use this ability to move into combat.

Natural Weapons:  Blood Golems do not need weapons nor does it suffer any penalties for fighting without them.

Cause fear: A Blood Golem is a nightmare which should not be.  It causes fear.

Immune to Psychology:  Blood Golems are magical constructs and unaffected by all psychology.

No Brain:  Blood Golems do not gain experience.

+++IMAGES+++








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