Blood Magic Creature (CR +2)

Bloodletting is binding, symbolic, magical, and disturbing even more so in a world of high fantasy. Blood may be a symbolic sacrifice, or the draining of life force can feed fell eldritch powers. Some forms of blood depending on the world and even the region within that world can be more powerful than other forms of blood. Common types are sorcerous blood, royal blood, the blood of a special lineage, dragon’s blood, unicorn’s blood, a innocent child's blood, or the blood of virgin. Those who make use of this power and become corrupted by it are sometimes transformed into a blood magic creature, their coloring quickly taking on a reddish tone.

Creating a Blood magic Creature

"Blood Magic" is an acquired template that can be added to any creature with an Intelligence of 4 or higher (referred to hereafter as the base creature). A blood magic creature uses all the base creature’s statistics and special abilities except as noted here.

CR: +2

Alignment: Changes to any Evil.

Defenses/Qualities: Regeneration (equal to 10 points per HD the blood magic creature possess [Maximum 150], this effect costs 6 blood points; Bludgeoning, Fire, and Acid)

Special Abilities: A blood magic creature retains all the special abilities of the base creature, plus the special abilities as described below:

Blood Point (Su): When a blood magic creature inflicts the dead condition upon a non-plant living creature, it gains 1 point in its blood pool. If it kills a creature with blood designated as special (GM adjudication) its blood pool is filled. The maximum number of blood points it can possess in its pool is equal to 10 + its HD + its Cha modifier. Any points above its blood pool’s maximum are lost. A blood magic creature can activate this templates special abilities by expending blood points or it can be used to enhance any of the creature’s abilities. Spending a blood point is a free action that cannot be used to create the same effect or provide more than one of the benefits listed below in the same round. Spending a blood point grants the creature any of the following benefits:

  • +2 to any one d20 roll.
  • +2 to the DC of any extrodinary, spell, spell-like or supernatural ability.
  • During any round in which a blood magic creature takes a full attack action, it may spend 1 blood point to make an extra attack at his highest base attack bonus. Blood points may be used in this way with both melee and ranged attacks. This does not stack with haste or the speed special weapon ability
  • At the beginning of a blood magic creature’s turn, it may spend 1 blood point to gain the benefit of a feat it does not have. It must meet the prerequisites of the feat. It gains the benefit until the beginning of his next turn.
  • Spellcasters who prepare their spells in advance can spend 1 blood point to recall any spell just cast.

Caustic Blood (Ex): If an blood magic creature is damaged by a slashing or piercing melee weapon, the wielder must make a Reflex saving throw (DC 10 +1/2 the blood magic creature’s HD +it’s Con modifier) or suffer 2d6 points of acid damage, a successful save results in half damage.

As an additional effect a blood magic creature can expend one blood point to make the blood toxic as well as acidic. It may select any one poison it is aware of, the DC of the poison is always 10 +1/2 its HD + its Con Modifier. A common choice is listed below

Black Lotus Extract: Type poison (contact); Save Fortitude DC 20 Onset 1 minute; Frequency 1/round for 6 rounds Effect 1d6 Con damage; Cure 2 consecutive saves.

Spell-Like Abilities: A Blood Magic creature with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities set by its HD. Activating a spell-like ability is still a standard action bu it requires it to expend a number of blood points equal to the spell level. CL equals the creature's HD (or the CL of the base creature's spell-like abilities, whichever is higher).

HD Spell
1-2 protection from good
3-4 boiling blood*
5-6 blood biography**
7-8 blood crow strike* (natural attacks)
9-10 blood to sapX
11-12 Call of the bloodstoneX
13-14 blood to goldX
15-16 blood mist*
17-18 transmute blood to acid*
19+ blood protectorsX

* Ultimate Magic
** Advanced Player’s Guide
X See Below

Abilities: Increase from the base creature as follows: Con +4 (+2 hp per HD, +2 to Fortitude saves, and any of the base creature’s Constitution-based DCs), Int +4 (add 2 bonus languages, add 2 skill points per HD, +2 to Appraise, Craft, Knowledge, Linguistics, and Spellcraft checks +2 to any of the base creature’s Intelligence-based DCs), Cha +4 (+2 to Bluff, diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device; attempts to influence others, and Channel Energy DCs, +2 to any of the base creature’s Charisma-based DCs).

New Spells

Blood Protectors

School: Conjuration (Creation); Level: Clr 9
Casting Time: 1 standard action
Components: V, S, M/DF (your fresh blood)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
Duration: 1 minute/level
Saving Throw: None; Spell Resistance: No

You channel divine energy into your own shed blood, transforming and expanding the drops of blood into a group of warriors. You can create one creature for every four levels (so, a 20th level cleric could spawn five of these creatures). Each blood protector created costs one hit point’s worth of shed blood.

Blood protectors appear humanoid but have no distinct features; their bodies are clearly composed of fresh blood, somehow held together in largely solid form. The warriors appear to have armor molded to them, and each one wields a shield and either a spear or short sword (your choice) with a +5 enhancement bonus. These warriors count as constructs. They do not have names, personalities, or any sense of self, but can follow simple orders. After the spell fades, or if they are destroyed, they revert to drops of blood.

Blood Protector
N Medium construct (water)
Init +8; Senses darkvision 60 ft., low-light vision;
Perception +0

AC 26, touch 14, flat-footed 22 (+4 Dex, +10 armor +2 shield)
hp 69 (9d10+20)
Fort +4, Ref +8, Will +4
Immune construct traits

Speed 30 ft.
Melee +5 shortsword or +5 shortspear +19/+14 (2d6+10)

Str 20, Dex 18, Con —, Int —, Wis 11, Cha 1
Base Atk +9; CMB +14; CMD 18

Blood to Sap

School: Transmutation; Level: Drd 5, Sor/Wiz 6
Casting Time: 1 standard action
Components: V, S, M (a piece of amber)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude partial; see text; Spell Resistance: Yes

This spell causes one target creature’s blood to thicken and slow in its veins. An affected creature suffers excruciating pain, taking an immediate 1d6 points of damage per caster level (maximum 15d6). In addition, it moves at half its normal speed and it takes a –4 circumstance penalty on Dexterity as its limbs stiffen.

At the same time, the creature’s skin hardens and becomes more resilient, improving its natural armor bonus by +2. (A creature without natural armor has an effective natural armor bonus of +0.) As well, the creature is no longer subject to critical hits and sneak attacks (or other effects that depend on having a discernible anatomy), since its vital organs are affectively shielded by the thickening blood. A successful Fortitude saving throw halves the damage and prevents all other effects (even those that could be beneficial). Blood to sap can target only living creatures with a discernible anatomy and a bloodstream. Constructs, elementals, oozes, plants, and undead (except those with the blood drain ability) are immune to the effects of this spell.

Blood to Gold

School: Transmutation; Level: Sor/Wiz 7
Casting Time: 1 standard action
Components: V, S, M (10 gold pieces)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature; see text
Duration: 1 round/level
Saving Throw: Fortitude partial; Spell Resistance: Yes

This spell transforms the blood of a living creature (one that has blood) to molten gold (10 gp worth). The target creature suffers 2 points of Constitution damage and 4d6 fire damage per round. A heal spell cast during this time saves the creature’s life, healing the damage and negating the spell. Creatures successful in their saving throws suffer only 4d6 points of fire damage and the spell ends.

Call of the Bloodstone

School: Enchantment (Compulsion); Level: Brd 6, Sor/Wiz 6
Casting Time: 1 round
Components: V, S, M (a bloodstone worth 500 gp)
Range: Unlimited
Target: One creature
Duration: See text
Saving Throw: None; Spell Resistance: Yes

A specific creature you name (a creature without a name is immune) must immediately attack the nearest creature it is aware of. After the subject attacks once, the spell ends (regardless of success). The subject may have to pass through dangerous areas (moving through a region covered by enemy archers) to get at the creature, or it may even have to break through a barrier. A barrier that requires more than 5 rounds to get through is considered impassable for the purposes of this spell. The spell ends immediately if the subject physically cannot reach the creature—including a situation forcing the subject to pass through an area that would, without a doubt, kill it. For example, a subject that breathes only in water but must cross land to reach its target is unaffected by the spell.

While under the effects of protection from evil or a similar spell, the subject can ignore the compulsion, but such a ward does not prevent establishing call of the bloodstone, nor dispel it.

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