Blooded One

5th Edition

Create a Blooded One

To prepare the mixture for a single blooded one, an arcane spellcaster must be proficient with Alchemist's Tools and expend one day and rare material components worth 500 gp—in addition to the fresh blood of at least two Medium or four Small Humanoids. The creature to be changed must be immersed in the alchemical mixture for at least 24 hours. If unwilling to change, the creature may attempt a DC 15 Constitution saving throw to resist.   The blooding process can be applied only to a young creature (any creature that has not yet reached the age of adulthood for its race). The mixture is virulently poisonous to adults, who must succeed at a DC 15 Constitution saving throw, having their Constitution score reduced by 1d10 on a failure. If the target is Sanctified, its Constitution score returns to normal when it finish a long rest. Otherwise, it regains 1 point of Constitution per day.   "Blooded" is a template that can be added to any Humanoid (referred to hereafter as the "base creature".) It uses all the base creature's statistics and special abilities, except as listed:   AC: The creature's Natural Armor improves by +2.   Special Actions: A Blooded One retains all of the actions of the base creature, and also gains the following action:   War Cry: As a bonus action, a Blooded One can scream a special war cry. This causes all Blooded Ones within 30 feet (including itself) to gain the effects of the Bless spell for 2d4 rounds. Once it does so, it cannot do so again until it finishes a long rest.   Abilities: Adjust from the base creature as follows: Strength +2, Constitution +4, Intelligence -2.   Challenge Rating: Same as the base creature +1.   Alignment: Usually Lawful Evil.
 
3.5th Edition

Create a Blooded One

To prepare the mixture for a single blooded one, an arcane spellcaster must know the Brew Potion feat and expend one day and rare material components worth 500 gp - in addition to the fresh blood of at least two Medium-size or four Small humanoids. The creature to be changed must be immersed in the alchemical mixture for at least 24 hours and is entitled to a Fortitude save (DC 16) to resist the change if it is unwilling.   The blooding process can be applied only to a young creature (any creature that has not yet reached the age of adulthood for its race). The mixture is virulently poisonous to adults, who must succeed at a Fortitude save (DC 16) upon initial exposure to the bath or take 1d10 points of temporary Constitution damage. Creatures failing this save must make a second save 1 minute later.   "Blooded" is a template that can be added to any humanoid (referred to hereafter as the "base creature"). It uses all the base creature's statistics and special abilities, except as listed:   AC: Natural armor improves by +2.   Special Attacks: A blooded one retains all the special attacks of the base creature, and also gains the following special attack.   War Cry (Ex): Once per day, a blooded one can scream a special war cry. This causes all blooded ones within 30 feet (including itself) to gain a +1 morale bonus on all attack and damage rolls for 2d4 rounds. This effect does not stack with other war cries.   Abilities: Adjust from the base creature as follows: Str +2, Con +4, Int -2.   Feats: Same as the base creature, except that a blooded one gains Combat Reflexes.   Challenge Rating: Same as the base creature +1.   Level Adjustment: Same as the base creature +1.   Treasure: Standard.   Alignment: Usually lawful evil.   Advancement: By character class.