Hematics are creatures altered through the use of ritual magic, awakening and reinforcing the blood within the creature, to the point that it engulfs and swallows the original creature, leaving only the general shape behind, a morphic mixture comprised of bloody fluids swirling and twisting around. Strangely altered and warped by the process, the resulting hematic is a barely restrained hunter, looking to sup on the blood of any who come near to it. Vicious and evil, they remain alive after the death of their creator, and roam across the land, leaving trails of destruction and death in their wake. Their incomprehensible nature is responsible for the destruction of many a psyche in these travels.

Creating a Hematic Creature

“Hematic” is an acquired template that can be added to any living creature (referred to hereafter as the base creature). A hematic uses all the base creature’s statistics and abilities except as noted here.

Size and Type: The creature's type changes to outsider, and it gains the augmented, ritual and native subtypes. Do not recalculate the creature’s base attack bonus, saves, hit dice or skill points. Size is unchanged.
Special Attacks: A Hematic creature retains all the special attacks of the base creature and also gains the following attacks.
Bloodbath (Ex): With a successful grapple check, a hematic may engulf a creature of up to its own size category. An engulfed creature is subject to drowning. The hematic may eject the engulfed creature at any time. A victim that is still alive when it emerges from the hematic's body (whether by escaping the monster's hold or by being ejected) takes 1d6 points of wisdom damage because of the strain on its sanity that the sensation of drowning in blood produced. Furthermore, the victim creature must make a successful fortitude save against DC 15 on emerging or be nauseated for one round and sickened for 2d6 rounds. The save is constitution based.
Blood Drain (Su): On a successful attack, the hematic drains blood from the target. This results in 1d2 temporary constitution damage. The hematic uses the blood to fuel itself.
Cause Insanity (Su): One time per day per four hit dice, a hematic may attempt to drive a living target insane. This ability functions like the insanity spell, with the caster level equal to the hematic's hit dice. The save is charisma based.
Special Qualities: A Hematic creature retains all the special qualities of the base creature and also gains the following qualities.
  • Darkvision 60 feet.
  • It cannot be raised or resurrected.
  • Damage resistance 5/magic.
  • The hematic's altered physiology make it immune to critical hits, mind-affecting effects and stunning.

Abilities: A Hematic's ability scores are modified as follows: +2 Constitution, -4 Wisdom.
Alignment: Always evil (any).
Challenge Rating: Same as the base creature +3.