Created by the axe of blood, these foul creatures drip with the blood they were so willing to sacrifice to the hungry blade. Though undead, bleeding horrors are not intrinsically evil and retain the alignment they had in life. They are, however, filled with the unquenchable desire for blood to feed the weapon that created them. Bleeding horrors appear as skeletons or sunken corpses covered in and continuously dripping thick red blood. Their eyes glow with a desire for blood. They may wear armor and wield weapons.
“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 +3.
Defensive Abilities: A bleeding horror has all the defensive abilities of the base creature, and gains the following:
Damage Reduction: A bleeding horror has damage reduction based on its Hit Dice: those with 5 or less HD, damage reduction 5/magic; 6–10 HD, damage reduction 10/magic; 11 or more HD, damage reduction 15/magic.
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.
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.
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 subject’s Bleeding Horror current hit points + the subject’s Constitution score, which is enough to kill the subject. 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.
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.
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.
Feats: A bleeding horror keeps original feats and gains Toughness as a bonus feat.