the most unusual sight I have seen in all my travels," the bard told
the crowd, "was the Bloody Arch, as I call it. The arch stood in
the middle of an old ruin -- three levels below the surface. It pulsed
with a red light, and the whole center of the arch was filled with blood.
Real blood! I tell you, it unnerved me to stand before it, and even our
dwarf was uncomfortable with the magic that could create such a horror.
A creature made all of blood rose out of the floor and attacked us. When
we returned, it came up from the floor again. It was relentless. I am
not even sure it was alive. We have not been back since, but we did detect
some alteration magic within the arch, and we think it was a portal.
None of us wanted to walk into the blood to find out where it went, however."
castle ruins in Tethyr, deep beneath the surface, sits the Portal
of Blood, the last legacy of the terrible Blood Magus Ixin. He lived during
the times when Calimshan ruled Tethyr, and he sought to break the yoke
of the conquerors through his study of blood magic. He failed, and his
attempt to become a lich failed as well. Now long gone, he has left behind
only his bloody portal.
of Blood sits in the center of an arch 6 feet high and 3 feet wide, and
it is built of red stone blocks. Suspended within the arch is a vertical
pool of blood, which is the real marker for the portal. The blood
flows and pulses within the arch in a way that makes it look like a living
thing. It is not living; the blood is suspended there by spells that trap
the blood but allow passage through it. Any blood taken from the arch
is replenished from the stones, which ooze a limited supply of blood.
A persistent person could drain away all the blood, but then the portal
would not function. Once the blood in the stones is gone, the portal
through the portal requires passing through the blood; the blood
itself is the key, and unless a creature has at least a teaspoonful on
his or her skin, the portal does not allow passage. The portal's
destination is near Calimport; Ixin planned to launch attacks against
the Calimshan capital using it. The exit is not marked, and the portal
allows one-way travel only.
left a guardian for his creation: a blood golem. This disgusting creature
can change its form and resides within the floor in front of the portal,
and it rises up to deal with intruders. Ixin ordered it to keep "intruders"
away from the portal, and since he did not define intruder, everyone
is seen as an intruder. Ixin had to modify his command to allow himself
entry, in fact, because the golem thought he was an intruder.
ft. (can't run)
(+2 Dex, -1 size, +10 natural)
slams +10 melee
1d8+5 and blood drain
ft. x 5 ft./10 ft.
form, blindsight, construct traits, DR 10/+1, magic immunity
+2, Ref +4, Will +2
20, Dex 14, Con -- , Int -- , Wis 11, Cha 1
land or underground
pair, or gang (3-4)
golem is a horrific creature with a vaguely humanoid shape. It appears
to be built of blocks that are gelatinous in nature and filled with blood.
It stands about 12 feet tall and weighs about 900 lbs.
golem's figure is grossly distended -- each of its blocks look like a
bloated ooze. Its limbs are long, somewhat narrow chains of blocks, and
its legs are made from thick blocks, which gives them a stocky look. It
has a featureless face, and its block parts all glow a deep red color.
While not slow, it is not especially fast either. Blood golems do not
communicate, but they can understand instructions from their creators.
golem mindlessly follows its creator's instructions, and it does not fight
with any kind of tactics. It does use its abilities to best effect, however.
Drain (Su): On a successful slam attack, the golem drains blood from
the target. This results in an additional 1d4 points of damage and causes
1d2 temporary Constitution damage. The golem uses the blood to power itself.
Form (Su): Due to their somewhat fluid state, a blood golem can assume
any form that its master orders it to that is of the same size as the
golem. The golem assumes only the form; it does not gain any abilities
or even physical traits of the creature whose form it assumes. It retains
its reddish color in any form. Each form has the same appearance of being
constructed of bloody ooze blocks.
(Ex): Blood golems perceive things without eyes -- perhaps by feeling
vibrations in their bodies or by sensing the blood of others nearby, or
a combination of these. It can "see" as a sighted creature to
a range of 60 feet. Beyond that, the golem is completely blind.
Traits: A blood golem is immune to mind-influencing effects (charms,
compulsions, phantasms, patterns, and morale effects), and to poison,
sleep, paralysis, stunning, disease, death effects, necromantic effects,
and any effect that requires a Fortitude save unless it also works on
objects. It cannot heal damage, and it is not subject to critical hits,
subdual damage, ability damage, ability drain, or energy drain. A blood
golem is not at risk of death from massive damage, but it is destroyed
when reduced to 0 hit points or less. It cannot be raised or resurrected.
A blood golem has darkvision 60 ft.
Immunity (Su): Blood golems are immune to all spells, spell-like abilities,
and supernatural effects, except as follows. Fire-based effects haste
the golem, as the spell, for 1 round per die of damage that would have
been done. Cold-based attacks slow the golem for the same period.
The golem gets no saving throw against these effects. Repair spells
(from Tome and Blood)
repair damage to the golem.
golem requires 30 gallons of blood to create, preferably humanoid or giant
blood. Dragon's blood will not work, nor will the blood of Outsiders.
The blood is poured into molds, and the skin forms during the ritual.
The golem costs 45,000 gp to create, including 10,000 gp for the creation
of the body. Assembling the body requires a successful Wilderness Lore
check (DC 15). The ritual requires a blood magus of at least 5th class
level (14th character level). Completing the ritual drains 900 XP and
requires bull's strength, polymorph other, stoneskin,
wall of force, and the infusion created by the blood magus class
ability. Each blood golem is bound to the blood magus whose blood is mingled
with its own, and its creator can command it telepathically through the
to Incorporate the Portal of Blood Into Your Campaign:
- A modern-day blood
magus hires the characters to find the lost lair of Ixin, and bring
him or her the secrets contained therein. The characters track clues
to the old castle, and eventually they find the portal (and the
- The blood golem
defending the portal carries some of the blood of Ixin, and with
it the blood magus can be resurrected. A cult of blood worshippers or
necromancers wants to do this very thing, as Ixin would be a powerful
leader against their own enemies. They seek the golem, and the characters
run across the cult's efforts through chance. The cultists and the characters
exchange blows and spells as they race toward their goal, with the characters
not really knowing what they are racing toward until they arrive. Can
the characters prevent the return of Ixin, or do they decide to aid
the cult? Perhaps they have enemies of their own whom Ixin could deal
with in exchange for their help.
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