Blood Elemental
Huge elemental magical beast (blind, ooze, water)
Level 9 Elite Brute XP 800

Initiative +11        Senses Perception +5; blindsight 10
Blood Call (Healing) aura 5; whenever a creature within the aura takes ongoing necrotic damage from the blood elemental's coagulated smash, the blood elemental regains 5 hit points.
HP 232; Bloodied 116
AC 23; Fortitude 23, Reflex 22, Will 19
Immune disease, gaze, illusion, poison; Resist 10 necrotic; Vulnerable 5 radiant
Saving Throws +2
Speed 6, climb 4
Action Points 1

Coagulated Smash (standard, at-will) Necrotic

+16 vs AC; 2d8+5 damage, and ongoing 5 necrotic damage (save ends).

Flowing Form (move; at-will)

The blood elemental shifts up to 4 squares.

Bloodied Spawn ( when first bloodied; encounter)

The blood elemental splits into two Huge individuals, the second one occupying a space adjacent to the original creature. Each of the two creatures has hit points equal to one-half the original’s current hit points. Both creatures act on the original creature’s initiative count. Effects applied to the original blood elemental do not apply to either of the individuals after the split occurs. A blood elemental can’t split if reduced to 0 hit points by the attack that bloodied it.
    If out of combat for 5 minutes, the two halves combine back into one blood elemental, which has hit points equal to the combined value of the two halves.

Alignment Unaligned        Languages Primordial, telepathy 5
Str 20 (+9)      Dex 16 (+7)      Wis 12 (+5)
Con 16 (+7)      Int 9 (+3)      Cha 10 (+4)



Update (11/23/2009)
Replace “darkvision” with “blindsight 10” on the elemental’s Senses line.

Published in Open Grave, page(s) 17.