Another monster from the chasm of the City of Bones.
BLOOD ELEMENTAL% in lair: 0% Dungeon/Wilderness Encounter: 1 solitary Alignment: Neutral Movement: 90′ (30′), or swimming 120′ (40′) Armour Class: 5 Hit Dice: 1* to 8* Attack: 1 (slam) Damage: 1d6 (1 to 4 HD) or 1d8 (5 to 8 HD) Save: F1 to F8 Morale: 0 Treasure Type: none XP: 1HD 6; 2HD 29; 3HD 65; 4HD 135; 5HD 350; 6HD 570; 7HD 790; 8HD 1,100.
Found wherever the weeping blood flows into rivers or lakes, even pools and shallow streams, BLOOD or ICHOR ELEMENTALS are formed by residual sparks of divinity that can reside in the blood. They are created spontaneously, and can ebb away to nothing just as suddenly. Unpredictable and varied in shape, these creatures are always treated with caution, especially as they can only be harmed by magical spells or weapons; mundane attacks simply pass through fluid bodies.
This animated blood is valued for its inherent magic, and is used as a base ingredient in magical research, especially potions. Some also believe that the blood can be used to help wounds heal; which is true, to an extent, but the potency rarely lasts longer than a turn. If used in conjunction with healing herbs, there is a slight (1 in 6 chance) that it doubles the effect, be it doubling the bonuses or hit points healed.
The size of the elemental varies according to its Hit Dice, with 1 HD being the size of a dog, and 8 HD the size of an elephant.