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Bloody Bones

This creature appears as a skeletal humanoid with bits of muscle and sinew hanging from its body. Four long, sinewy tendrils writhe from its midsection. The entire creature constantly oozes a mixture of blood and mucus. Its eye sockets are hollow and show no pupils.

Bloody Bones CR 4

XP 1,200
CE Medium undead
Init +1; Senses darkvision 60 ft.; Perception +10

DEFENSE

AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 42 (5d8+15 plus 5)
Fort +6; Ref +2; Will +6
Defensive Abilities slippery; Immune undead traits; Resist fire 10

OFFENSE

Speed 30 ft.
Melee 2 claws +6 (1d6+3)
Ranged 4 tendrils +5 touch (grab)
Special Attacks pull (tendril, 5ft.), tendril, rend (2 claws, 1d6+4)

STATISTICS

Str 17, Dex 12, Con —, Int 12, Wis 14, Cha 16
Base Atk +3; CMB +6 (+10 grapple); CMD 17
Feats Great Fortitude, Toughness, Weapon Focus (tendril)
Skills Climb +11, Escape Artist +21, Intimidate +11, Perception +10, Stealth +9; Racial Modifier +15 Escape Artist

SPECIAL ABILITIES

Slippery (Ex)

Bloody bones are difficult to grapple or snare due to the constant flow of blood and mucus across their bodies. Webs, magic or otherwise, do not affect bloody bones. Against most other forms of confinement the bloody bones gains a +15 racial bonus to Escape Artist checks.

Tendril (Ex)

A bloody bones can fire up to 4 sinewy tendrils from its body at a time, launching them to a range of 30 feet. A bloody bones’s attacks with its tendrils resolve as ranged touch attacks. These tendrils are quite strong (10 hp) but can be severed with a slashing weapon or a sunder combat maneuver. Attacking a bloody bones’s tendril does not provoke an attack of opportunity. If the tendril is currently wrapped around a target, the bloody bones takes a –4 penalty to CMD to resist the sunder attempt. Severing a tendril deals no damage to a bloody bones.