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View Full Version : D&D 3.x Other 3.5 adjustment for Bleeding Horror Template, Necromancer Games originally released it



hikite
2020-11-20, 01:32 PM
This template adjustment is something I came across while running necromancer games' "Tomb of Abysthor". One of my favorite low to mid level dungeon crawls. Allot of stuff needed adjustment, but the storyline, maps, and personalities are just amazing. My only thoughts at the moment are that the level adjustment might need to be higher. any thoughts are welcome. Thanks!!


“Bleeding Horror” is an acquired template that can be added to humanoid, monstrous humanoid, magical beast, or outsider (referred to hereafter as the base creature) that dies as a result of feeding the axe of blood. A bleeding horror retains all the base creature’s statistics and special abilities except as noted here.

CR: Same as the base creature +4

Size and Type: The creature’s type changes to undead and it gains the augmented subtype. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Alignment: Base creature becomes evil, and non lawful.

AC: The base creature’s natural armor bonus improves by +5. Additionally, a bleeding horror has a +2 deflection bonus to AC due to the slippery and bloody nature of its body.

Hit Dice: Increase all current and future racial Hit Dice to d12s.

Defensive Abilities: A bleeding horror has all the defensive abilities of the base creature, and gains the following:

Turn Resistance: Bleeding horrors gain a +6 bonus to turn undead/rebuke.

Spell Resistance: Bleeding horrors gain spell resistance equal to 11 + 1/2 bleeding horror HD.

Damage Reduction: A bleeding horror has damage reduction based on its Hit Dice: those with 5 or less HD, damage reduction 5/magic and good; 6–10 HD, damage reduction 10/magic and good; 11 or more HD, damage reduction 15/magic and good.

Attacks: A bleeding horror retains all the attacks of the base creature and gains 2 claw attacks if it did not already have them. The base creature retains the ability to use weapons (including natural weapons). A bleeding horror fighting without weapons uses either its claw attack or primary natural weapon (if it has any). A bleeding horror armed with a weapon uses its claw or a weapon, as it desires. These claw attacks, and all other natural attacks possessed by the base creature, use the damage value in the table below or its own damage value, whichever is better.

Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6

Special Attacks: The bleeding horror retains all the special attacks of the base form and gains the following: Saves have a DC of 10 + 1/2 bleeding horror’s HD + bleeding horror’s Cha modifier unless noted otherwise.

Bloodstorm (Sp)
Bleeding horrors can cast bloodstorm up to three times per day as an 8th–level wizard.
School evocation [fear]; Level sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (a small vial of blood)
Range medium (100 ft. + 10 ft./level)
Area cylinder (10 ft. radius, 40 ft. high)
Duration 1 round/level
Saving Throw see text; Spell Resistance yes
DESCRIPTION
This spell summons a whirlwind of blood that envelops the entire area of effect and has several effects on those caught within it. First, those in the area must make a Reflex save or be blinded by the swirling blood while they remain within the whirlwind and for 2d6 rounds after leaving it. Second, all attacks within the area have a –4 penalty to attack rolls, including ranged attacks fired into it. All attacks grant 1/2 concealment. Third the blood deals 1d4 points of acid damage per round of exposure to the whirlwind. Finally, any caught within it must make a Will save or become frightened if 8 HD or more or panicked if less than 8 HD.

Blood Consumption (Su)
When a bleeding horror successfully hits a living opponent with a claw attack, it heals a number of hit points equal to the damage dealt. However, it can’t gain more than the base creature's current hit points + the subject’s Constitution score. A bleeding horror can’t gain more hit points than the maximum hit points allowed by its Hit Dice. For example, a 12-HD bleeding horror may not have more than 144 hit points.

If a bleeding horror hits an opponent with both claw attacks in a single round, that opponent suffers catastrophic blood expulsion, taking 1d4+2 points of Constitution damage. A successful Fortitude save reduces the damage by half. For each point of Constitution damage dealt, a bleeding horror gains 5 temporary hit points.

Create Spawn (Ex)
Any creature slain by the blood consumption attack of a bleeding horror becomes a bleeding horror in 1d4 minutes under the command of its creator.

Find Target (Sp)
If the axe of blood is taken from a bleeding horror before the creature is destroyed, it can find it unerringly, as though guided by discern location.

Horrific Appearance (Su)
A living creature within 60 feet that views a bleeding horror must succeed on a Fortitude save or take 1d6 points of Strength damage. This damage cannot reduce a victim’s Strength below 0, but anyone reduced to Strength 0 is helpless. Creatures affected by this power or those that successfully save against it cannot be affected again by the same bleeding horror’s horrific appearance for one day.

Abilities: Cha +8. Being undead, a bleeding horror has no Constitution score.

Feats: A bleeding horror keeps original feats and gains Toughness as a bonus feat.