2014-09-03, 06:38 AM (ISO 8601)
Re: Ritual Magic
Blood drained are creatures sacrificed by a ritualist, their blood and lifeforce stolen away and used as a power source. A blood drained creature is what occurs when that lifeforce, twisted and mangled by its time in a ritualist's thrall, returns to its body after a ritual has been completed.
Creating a Blood Drained Creature
“Blood Drained” is an acquired template that can be added to any living creature (referred to hereafter as the base creature). A blood drained creature uses all the base creature’s statistics and abilities except as noted here.
Size and Type: The creature's type changes to undead, and it gains the augmented and ritual subtypes. Do not recalculate the creature’s base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase to d12.
Special Attacks: A blood drained creature retains all the special attacks of the base creature and also gains the following attack.
Create Blood Drained (Su): A creature slain and eaten by a blood drained creature rises as a blood drained 1d4 days after death.
Consumptive Gift (Su): Whenever the blood drained creature kills a creature, it must spend one round per hit dice of the killed creature to consume it, gaining the effects of one ritual that only affects the ritual-wielder. It can only have one ritual active at a time, and cannot dismiss that ritual normally. It will only overcome the compulsion to feed when already affected by a ritual or when in serious danger, at which time it will defend itself or run. The ritual is randomly chosen from the highest level he could cast if he treated all hit dice as ritualist levels (max 20), and cannot exceed his hit dice cap. If it does, he must dismiss an existing ritual. Every day that it is not affected by consumptive gift, it must make a will save against fifteen plus the number of weeks it has gone without using consumptive gift or go into a frenzy, seeking out the nearest living creature, slaying and eating it.
Rituals Known: A blood drained creature knows one ritual that is uses for consumptive gift. Look at the ritualist's Maximum Ritual Level table, using the monster's CR (so CR 20 = Level 20, CR 5 = Level 5, etc.) to get the level of ritual known. Choose one ritual of that level or lower for the blood drained creature.
Expend Ritual (Su): The blood drained creature must achieve and maintain a grapple for one full round, and be under the effect of a ritual. If it does so, it can release itself from the torment of ritual magic and force that ritual into the grappled creature, dealing it 3d6 points of damage per sacrificial hit dice of the ritual. The blood drained creature loses the effect of the ritual and is again under compulsion to feed to create a new one.
Special Qualities: A blood drained creature retains all the special qualities of the base creature and also gains the following qualities.
- Immunity to turning.
- Damage reduction 5/–. A blood drained creature's anguish and twisted form allow it to shrug off normal attacks
- Resistance to Rituals: If the blood drained succeeds at a saving throw against any ritual, the ritual has no effect. If the ritual does not have a saving throw, it has only a 50% chance of affecting the blood drained creature. This does not apply to rituals the blood drained creates on itself.
Abilities: A blood drained creature's ability scores are modified as follows:[/b] +6 Strength, Wisdom 1, Charisma 1. As an undead creature, blood drained have no Constitution score. The rage and torment of the shattered soul give it extraordinary strength, but it has lost all sense of self or of any grasp on sanity.
Alignment: Always evil (any).
Challenge Rating: Same as the base creature +2.