# Bloodlance
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >hornMelee/Ranged: +10/+6
> >Secondary: +5/+1
> >Multiattack: +8/+4
> >M/R_PA: +10/+6
> >2nd/PA: +5/+1
> >MA_PA: +8/+4
> >Itterative: 1
> > xDmg:: Str: +7; Str2: +10; StrOH: +3; StrPA: +7; StrPA2H: +10; StrPAOH: +3
> > xDCs:: Str: 19; Dex: 15; Con: 19; Int: 12; Wis: 12; Cha: 19
> > xFeat:: 2/2 (0)
> >
> >
> > xLang:: 0/0 (0)
<div class="grid-container"><div class="MON">Bloodlance</div>
<div class="CR">CR 5 (1,600 XP)</div>
<div class="SOU">Dragon #357</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
CE Large Magical Beast
**Init** +3
**Perception** +2
**Aura** magic circle against good
#### defense
**AC** 18, 12 touch, 15 flat-footed (+3 Dex, +6 natural, -1 size)
**hp** 48 (4d10+28)
**Fort** +11, **Refl** +7, **Will** +1
**Feint** 14, **Demoralize** 14
**Immune** charm, compulsion, electricity, poison
#### offense
**Speed** 60 ft.
**Melee** horn +11 (1d8+8 plus wounding and disease), 2 hooves +6 (1d4+3)
**Space** 10 ft., **Reach** 10 ft.
**Special Attacks** disease, fiendish presence, wounding horn
**Spell-Like Abilities** (CL 6th; Concentration +13)
> **At will (no more than once per hour)**— summon (level 3, 1 dretch, imp, or other demon of CR 2 or lower at 100%)
#### statistics
**Str** 24, **Dex** 17, **Con** 25, **Int** 10, **Wis** 11, **Cha** 24
**BAB** +4, **CMB** +12, **CMD** 25, **TA** +10, **RTA** +6
**Feats** [[Alertness]], [[Skill Focus]] (Survival)
**Skills** Perception +2, Stealth +8, Survival +4
**Languages**
#### special abilities
### Disease (Ex)
Demon Fever (Su) Gore—Injury; save Fort DC 19, onset 1 day, frequency 1/day, effect 1d6 Con damage (target must save a 2nd time or 1 point of the damage is drain instead), cure 2 consecutive saves.
### Fiendish Presence (Ex)
A bloodlance is forever plagued by disembodied chaotic evil outsiders. They cannot control it directly (bloodlances are immune to such effects), but they can and gleefully do influence it and use it as a vessel for destruction on the Material Plane. Protection from evil and protection from chaos hedges out these forces. For the duration of the spell, the blood lance loses its subtypes as well as its magic circle against good and summon demons abilities. A bloodlance so affected acts naturally: it does not regain its sanity or attempt to communicate, but it does try to flee the fight and only attacks to defend itself. Dispel evil or dispel chaos affects a bloodlance in this way for 24 hours, and a bloodlance who enters a magic circle against evil or magic circle against chaos is affected for as long as it stays within the spell's area. Bloodlances attempt Will saving throws against these spells, where allowed.
### Wounding Horn (Su)
A bloodlance's false horn functions as a +1 wounding weapon. Each hit deals 1 point of Constitution damage from blood loss in addition to the listed damage. If removed from the bloodlance, this horn crumbles, only to regenerate (assuming the bloodlance still lives) over the next hour.