Friday, June 24, 2016

Frightful Fridays! Bloodbag

Hello, and welcome to the return of Frightful Fridays! I'd claim that the previous entry haunted me too much, and it took me a while to recover, but it was actually real life that intervened. This week's monster is courtesy of my college-age child, who wanted a monster made entirely of blood that would run up to characters to hug them and then explode in a shower of blood. I either did a great or horrific job of parenting.

I hope you enjoy the bloodbag, and I should be back with a new monster next week. Thanks for reading!


This pool of blood coalesces into a vaguely humanoid form; a thin membrane contains the fluid.
Bloodbag      CR 6
XP 2,400
NE Medium ooze
Init +2; Senses blindsight 60 ft.; Perception +0
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 85 (9d8+45)
Fort +8, Ref +5, Will +3
DR 5/slashing; Immune ooze traits; Resist fire 10
Weaknesses vulnerable to negative energy
OFFENSE
Speed 20 ft.
Melee slam +12 (3d6+9 plus grab)
Special Attacks blood drain (1d2 Con), self-destruction
STATISTICS
Str 23, Dex 14, Con 21, Int 5, Wis 10, Cha 8
Base Atk +6; CMB +12 (+16 grapple); CMD 24 (can't be tripped)
Skills Stealth +11
SQ camouflage, compression
ECOLOGY
Environment any land
Organization solitary, pair, or blood bank (3–6)
Treasure none
SPECIAL ABILITIES
Blood Drain (Ex) A bloodbag drains blood at the end of its turn if it grapples a foe, inflicting the listed Constitution damage. It also gains 5 temporary hit points as it incorporates the blood into its mass. These temporary hit points last for a maximum of 1 hour.
Camouflage (Ex) Since a bloodbag looks like a pool of blood what at rest, a DC 20 Perception check is required to notice it before it attacks for the first time. A creature with ranks in Heal can use that skill instead of Perception to notice the bloodbag.
Self-Destruction (Ex) As a standard action, a bloodbag can rupture its membrane and explosively release blood in a 10-foot radius. All creatures within range are afflicted with bloodbag hemorrhagia (which also affects undead creatures that drain blood) and must succeed at a DC 19 Reflex save or become blind for 1d4 rounds. The bloodbag is still alive after this self-destruction, albeit with half its current hp. To utterly destroy a discorporate bloodbag, it must take damage equal to its hp plus its current Con from area of effect spells or effects. Otherwise, the bloodbag returns 24 hours later fully healed.
Bloodbag Hemorrhagia Self-Destruction—contact; save Fort DC 19; onset 1 day; frequency 1/day; effect 1d4 Con damage, victim takes 1 point of bleed damage after taking damage from a piercing or slashing weapon; cure 2 consecutive saves.

The result of a misguided attempt to create a counter to blood-drinking undead by infecting them with a hemorrhagic disease, bloodbags proved ineffective at their intended objective. Instead, they compete with bloodsucking creatures in order to grow and reproduce. Bloodbags have a thin, coagulated membrane that protects them from all but the sharpest weapons. The membrane is porous enough to allow them to absorb blood from victims they have entangled in their mass.

In heavily trafficked areas, bloodbags remain near dead victims to add to the pretense as a pool of blood. They don’t take treasure, so they benefit from the curious or greedy who search the body for money or other items and pay little attention to the fact that the victims are nearly exsanguinated. Bloodbags self-destruct as a defense and reproduction mechanism, inflicting their attackers with a hemorrhagic disease, the bleeding from which typically spawns new bloodbags. If nothing is done about the blood droplets created by a self-destructed bloodbag, it reforms after a day to continue its hunt for blood.