This vaguely arachnid creature is the size of a human and is composed entirely of blood, globs of the viscous stuff dripping down its spindly legs and from its serpentine maw. A jagged set of obsidian fangs protrudes from its drooling mouth, and huge dragonfly wings of crimson blood splay from the thing’s back producing a terrifying buzz.
AC 23, touch 16, flat-footed 17 (+5 Dex, +1 dodge, +7 natural)
Speed 30 ft., fly 60 ft. (good)
Str 24, Dex 21, Con 19, Int 10, Wis 16, Cha 15
Within the daemon’s aura, blood gushes from wounds at an increased rate. All bleed effects deal an additional +2 points of damage (included in the daemon’s bleed damage). Heal checks made to stop bleeding or stabilize a dying creature, Constitution checks made to become stable, and saving throws against effects that deal bleed damage take a –4 penalty.
A sangudaemon alters the very flow of blood when it attacks. Any creature that stops a bleed effect created by a sangudaemon must make a DC Fortitude save or gain the bleed effect the creature just stopped (this has no effect if the creature was stopping a bleed effect on itself). A creature that succeeds at this save is immune to this ability for 24 hours. The save DC is Constitution-based.
A sangudaemon can revitalize itself by draining the soul of a dead creature. The target must be a creature the daemon dealt bleed damage to or used its blood drain ability on, and must have been dead for no longer than 1 minute. As a full-round action, it can drink the creature’s soul dry, condemning the soul (though the soul can be returned to life as normal). The daemon gains fast healing 2 for a number of rounds equal to its Hit Dice.