Bloodfeast Fiend (3.5e Monster)
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|Size/Type:||Medium Outsider (Evil, Extraplanar)|
|Hit Dice:||8d8+40 (76 (104) hp)|
|Armor Class:||23 (+5 dex, +8 natural), touch 15, flat-footed 18|
|Attack:||Blood Dagger +13 melee (1d4+6, 19-20/x2) or Bite +13 melee (1d4+1 plus poison, 20/x2)|
|Full Attack:||Blood Dagger +13/+8 melee (1d4+6, 19-20/x2) and Bite +13 melee (1d4+1 plus poison, 20/x2)|
|Space/Reach:||5 ft/5 ft|
|Special Attacks:||Blood Dagger, Blood Steal, Poison, Sacrificial Spellcasting, Scarlet Magic|
|Special Qualities:||Darkvision 60 ft, DR 5/magic, Low-Light Vision, Spell Resistance 18, Telepathy 100 ft, Tongues|
|Saves:||Fort +9, Ref +9, Will +7|
|Abilities:||Str 12, Dex 20, Con 20, Int 13, Wis 17, Cha 23|
|Skills:||Bluff +17, Concentration +16, Escape Artist +16, Intimidate +17, Knowledge Religion +12, Listen +14, Sense Motive +14, Spellcraft +12, Tumble +16|
|Feats:||DiehardB, SRD:Weapon FinesseB, Combat Reflexes, Combat Expertise, Undying Gene|
|Organization:||Solitary plus any number of creatures CR 4 or less|
|Advancement:||By character class|
Sacrifice to me, and I shall make thy wishes true.
Dreadful outsiders which appear as humanoids with the heads of predatory animals and other beastal parts, these beings often are brought into the world by accident, when would-be conjurers attempt to bring an more standard outsider into being and instead obtain a bloodfeast fiend. In particular, they attempt to spread knowledge of how to summon them to weak and simple creatures as they are the easiest to convince, and as they are the once in the greatest need for their power. For while they act the role of living gods, their offer is not a lie. They will offer powers, wishes, and magic unaccessible to beings that are weak and feeble. But this power comes at a cost: worship, and the real cost of blood. Through bloody rituals of sacrifice, power is obtained and the society which employs these beings becomes further and further corrupted in sin and darkness.
These beings will encourage the societies they end up leading to bring violence outside of their kind, taking others by kidnapping and plot and killing them in place of their own so they may reap the riches of doing so. They surround themselves with loyal sycophants to ensue compliance and to have an easy array of mooks to feed off in case of danger.
Bloodfeast fiends are almost never alone; they try to surround themselves with many many weak allies, and sometimes a rare powerful ally. As their allies die, they can use their deaths to fuel powerful magic. Of course, not having their allies die is even better, and having numbers on their side gives them an action economy advantage.
Even without the power of sacrificial magic, a bloodfeast holds powerful "scarlet magic" using their own blood, and a magical dagger which strikes at many at once. They are not beyond retreat, and usually have an escape plan thought out ahead of time.
Blood Dagger (Su): Any dagger a bloodfeast fiend wields can become a blood dagger, a unique magical item tied to their life force. As a blood dagger, the weapon grants its base weapon damage as healing for its user (or temporary hp for 24 hours if already at maximum hp, temporary hp overlaps and does not stack) and uses the bloodfeast fiend's Charisma modifier for damage. As a swift action, the bloodfeat fiend can spawn 1d4 additional phantom daggers that appear within their space and float around the room, to a maximum of 4 daggers at any one time. These daggers can move 30 ft a round and threaten out to 5 ft, taking an unlimited amount of attacks of opportunity and dealing their base weapon damage (1d4) plus any damage from enhancements from the original dagger. One or more daggers can be commanded as a standard action to swoop and attack a creature, making an attack as if the bloodfeast fiend were in melee and adding their full Charisma bonus and any other modifiers to attack. A successful attack like this causes the dagger to vanish. When the fiend dies, so too do the daggers vanish.
Blood Steal (Su): As a full round action the bloodfeast fiend can consume the blood from all felled creatures within 60 ft who have died within the last 24 hours (and who possess some form of blood). They heal 1d8 points of damage per HD of each of the fallen creatures, to a maximum of 8d8 each round. Excess amounts persist into further rounds with no need to concentrate as the blood continues to flow into the body until all the blood is absorbed. Once a corpse is affected by this it is expended and cannot be used again.
Poison (Ex): A bloodfeast fiend has a poisonous bite that deals initial damage of losing 1 hp per round from bleeding, which lasts until the target receives any healing or makes a DC 15 Heal check. If the target is under 50% hp, the bleeding worsens to 3 hp/round. There is no secondary effect. The save DCs are Constitution-based.
Sacrifical Spellcasting (Sp): At will the bloodfeast fiend can perform a ritual over 1 hour and sacrifice up to 12 HD in creatures, and cast a spell from the cleric, druid, or sorcerer/wizard spell lists up to 6th level. The caster level, and which spells are available for casting, is based on the number of HD of creatures sacrificed in the ritual. Spells with longer casting times take up their longer casting time. The spellcasting is Charisma based.
This typically takes some time. However they can do this on the fly by making a coup de grace on a creature as a 1 round action and casting a spell. However, they are limited to a single creature and can only pull off the quick version 3/day.
Scarlet Magic (Sp): By taking 1 hp of damage as part of casting, or in any round where they took 1 point of damage from a piercing or slashing weapon, they can pull off a number of "blood magic" spells as below, and each is a standard action that is Charisma based.
- Scarlet Cyclone: The bloodfeast fiend releases a 60 ft line of blood that forms a swirling chaotic and vile tornado. They deal 8d6 points of unholy damage, with a DC 20 Reflex save for half damage, and the line persists for 1 round. At their choosing, those that fail their saving throw can be pushed up to 60 ft down the line. This forced movement does not provoke attacks of opportunity. After use, they must wait 1d4 rounds to use this ability again. This is a 4th level spell effect.
- Scarlet Rain: The bloodfeast fiend causes it to rain blood in a 30 ft radius centered on themselves at the point of casting. The rain deals 1d8 points of damage to creatures other than the bloodfeast fiend each round, no save, and gives a -4 penalty on ranged attack rolls passing through it. It lasts 5 rounds, and may be cast once every 5 rounds. This is a 4th level spell effect.
- Scarlet Thrust: At will the bloodfeast fiend can release a shockwave of blood in a 15 ft cone in front of them, dealing 4d6 points of damage with a DC 18 Reflex save for half. Those that take damage are also subject to a bull rush attempt, using the bloodfeast fiend's Charisma modifier as their Strength. They may use this at will, and is a 2nd level spell effect.
- Scarlet Tower: The bloodfeast fiend can summon a swirling tornado of blood which slowly moves around the room, blocking vision, providing cover, and taking up space. Upon casting, 1d2 towers appear. The tower is 5 ft radius and up to 60 ft tall, and moves up to 20 ft as a free action every round. It cannot enter an enemy space, but if a creature attempts to move through it they are subject to Scarlet Cyclone (but they are not moved on a failed save). The bloodfeast fiend can have up to two scarlet towers active at a time, with the towers lasting for 1 minute or until dismissed. They may use this at will. This is a 4th level spell effect.