Corrupted Blood. If a creature takes poison damage from one of this creature's attacks, that creature must make a DC 16 Constitution saving throw or become poisoned. While poisoned by this feature, at the start of each of the afflicted creature's turns it takes 3d4 + their constitution score (Yes the afflicted's Con score, as their blood begins to fight against them) poison damage. If the afflicted's Hp drops to 0 (While they are poisoned) they die and become a "Blood Zombie" (See Blood Zombie for details). If the afflicted creature survives for 24 hours without curing the condition, they must then make a DC 18 wisdom saving throw or become mad unable to discern friend from foe, becoming a "Blood Driven" (See Blood Driven for details). This is now a greater curse as the afflicted's blood becomes fully corrupted. If the creature succeeds the save then they do not become a Blood Driven and they lose the effects of Corrupted Blood but their blood is still fully corrupted, this is now considered a greater curse. Creatures who have fully corrupted blood, their blood is now toxic and any creature who consumes the blood must make the saves against Corrupted Blood. A vampire however or any other undead who consumes it instantly becomes a "Blood Driven" no save. Creatures with fully corrupted blood also now has access to the Blood Hunter sub-class "Order of the Corrupted" (See Order of Corrupted for details)
Consuming Blood. When the Blood Driven's temporary Hit Points becomes equal or greater than it's maximum Hit Points. The Blood Driven will immediately dissolve into a Blood Maw [See Blood Maw for Details]. (This is irreversible).
Multiattack. The blood driven makes two claw and one bite attack.
Blood Absorb. As an action- The Blood Driven recovers HP equal to the missing Hit points of every Non-Undead creature within 30 ft of the Blood Driven (Other than it's self) as Temp HP.
Blood Skin. This creature loses half of its maximum Hit Points to cover itself in a hardened blood armor doubling its AC until it takes damage equal to half the Blood Driven's max HP or 30 minutes after use. (Hp is not regained if Blood Skin's duration ends)
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., Single target. Hit: 14 (4d6) [Piercing] + 4 [Poison] damage. On Hit: Target loses (1d4) to it's Constitution score for the next 8 hours.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., Single target. Hit: 7 (2d6) [Slashing] + 4 [Poison] damage.
Blood Skewer. Melee Weapon Attack: +6 to hit, range 15 ft, Single target. Hit: 7 (2d6) [Piercing] damage + 4 [Poison] damage.
Description
Those who are afflicted with corrupted blood under go a painful process as their minds melt and the chaotic energy drowns them turning them into a creature owned by the blood with insatiable hunger for the fresh blood they lack to stop the pain going mad as they will never find peace these are creatures known as the Blood Driven. The corrupted blood within this individual evolves from a deadly disease into a curse that cannot be lifted by regular means. (A Greater Restoration Spell will not lift this curse but will instead stabilize the creatures mind and free them from control, their blood will still be corrupted and will attempt to take control again after 24 hours)
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/19/2022 8:06:54 PM
|
21
|
3
|
1
|
Coming Soon
|
Comments