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Bloodshroud

A floating man covered in a bed sheet, soaked in dripping fresh blood

Basic Fantasy Field Guide Omnibus

Field Guide

Armor Class12
Hit Dice4**
Number Appearing1d2
Attacks1 whip + enshroud, 1 blood spray
Damage1d4 whip +special, blinding blood spray
MovementFly 60'
Save AsFighter: 4
Morale9
XP320
Treasure TypeNone

A Bloodshroud resembles a floating man covered in a bed sheet, soaked in dripping fresh blood. It takes half damage from bludgeoning weapons, and only 1 point from piercing weapons (plus any magical bonus).

A bloodshroud attacks by spraying blood up to 5 feet at any opponent’s eyes. An opponent hit must save vs. Poison or be blinded permanently. It can also attack by whipping with its cloak. If the bloodshroud hits and surpasses the victim’s AC by 5 points, the victim will be pulled under the shroud, where they will be paralyzed and suffer 1 level of energy drain per round, due to bloodsucking, until they die. The bloodshroud’s victim receives half of any damage suffered by the shroud, except for piercing or bludgeoning damage, which will be normal.

While bloodsucking a victim, the shroud may only move 20 feet per round, may not fly, and suffers a -2 penalty to Armor Class. Anytime the bloodshroud receives damage, the victim is entitled to a save vs. Paralysis to escape.

As undead monsters, bloodshrouds are immune to sleep, charm, and hold magic, as well as any spells affecting the mind. A bloodshroud can be Turned by a Cleric as if it were a Wraith.

Special Abilities

Damage Resistance: Takes half damage from bludgeoning weapons, and only 1 point from piercing weapons (plus any magical bonus).
Blood Spray: Sprays blood up to 5 feet at any opponent’s eyes. An opponent hit must save vs. Poison or be blinded permanently.
Enshroud: If the bloodshroud hits and surpasses the victim’s AC by 5 points, the victim will be pulled under the shroud, where they will be paralyzed and suffer 1 level of energy drain per round, due to bloodsucking, until they die. The bloodshroud’s victim receives half of any damage suffered by the shroud, except for piercing or bludgeoning damage, which will be normal.
Enshroud Movement Penalty: While bloodsucking a victim, the shroud may only move 20 feet per round, may not fly, and suffers a -2 penalty to Armor Class. Anytime the bloodshroud receives damage, the victim is entitled to a save vs. Paralysis to escape.
Undead Immunities: Immune to sleep, charm, and hold magic, as well as any spells affecting the mind.
Turn Undead: Can be Turned by a Cleric as if it were a Wraith.