CR 11, XP 12,800
N, Huge, outsider, elemental, extraplanar, abberation
Init +6, Senses darkvision 60 ft; Perception +19
Defense:
AC 24, touch 15, flatfooted 17 (Dex +6, +1 dodge, +9 natural, -2 size)
hp 252, 16d10+24
Fort +14, Reflex +18, Will +5
DR 20/--, immune Elemental traits
Offense:
Speed 20 ft., swim 90 ft.
Melee 2 slams +24 (2d10+2/19-20)
Space 24 ft, Reach 15 ft
Special Attacks: blood drain (on any successful slam damage, double it as automatic blood drain), drench, vortex (DC 25), blood mastery
Statistics:
Str 30, Dex 22, Con 19, Int 11, Wis 10, Chr 10
Base Attack +16, CMB +28, CMD 45
Feats: Cleave, Dodge, Great Cleave, Improved Bullrush, Improved Critical (slam), Improved Sunder, Lightening Reflexes, Power Attack
Skills: Acrobats +25, Escape Artist +25, Knowledge (planes) +19, Perception +19
Blood Elementals are patient and relentless, unnatural abberations of water elementals composed of living blood. They prefer to hide or drag their opponents into pools of blood. Most appear as wave-like creatures with vaguely humanoid faces and two smaller wave arms. Though they can appear as anything, but commonly as blood octopus or other tentacle armed creature, but made entirely of blood.