Ok, this is going to be a weird one. You are a hemonymph, a blood nymph. Nymphs are usually associated with a natural location, and typically, hemonymphs are no different: they are the manifestation of some sort of natural bloody pool or spring, maybe in a strange sanguine wood, maybe inside a gigantic monster, who knows. Of course, this doesn't lend itself to adventuring, so you're different somehow. Maybe you still have a bound location that you can still leave safely, or maybe something happened to your location that destroyed it while leaving you alive.
Equipment: 2 waterskins full of blood.
Skill (1d3): 1. Singing 2. Basket-Weaving 3. Embroidery
A: Sanguine Nature, Unnatural Charm
B: Control Blood
C: Crimson Spring, Hijacking
D: Hemorrhage
Sanguine Nature: You are made of blood. You can shapeshift, although you will always be a dark crimson. You can eat normally, but you can also drink blood. The blood of a 1 HD creature is equivalent to a ration and takes up a waterskin. You cannot bleed.
Unnatural Charm: If you spend 10 minutes interacting sociably and in a friendly manner with a creature while in a form physically attractive to them (other than being made of blood, that is), they must Save vs Charm. On a failure, they are charmed by you for 1d4 years. They will do as you will them to, although they will not risk themselves physically. You can only have [template] HD of creatures charmed at a time.
Control Blood: You can shape and telekinetically control any blood or a related fluid (blood plasma, hemolymph) not inside another creature's body. You can also use blood from your own body in this manner: 1 hitpoint = 1 liter, for you, and 1 hitpoint = 10 cc for most other creatures which have blood. This ability can be used to shape blood into "solid" objects such as weapons, which will persist indefinitely as long as they are in your presence, or for [template] hours outside your body.
Crimson Spring: If you spend 24 hours in a spring or pond of water, you can turn it into a spring of blood. Any creature bathing in this spring heals 1d4 hitpoints per minute, and you heal 1d4 hitpoints per round. You can, with a touch, transform plants into strange magical plants that live on blood rather than water.
Hijacking: Once per day, you can attempt to seize control of a creature's body with their blood (this, of course, only works if the target has blood or a related fluid, like hemolymph). They must Save vs Magic, coming under your control for 1d4 rounds. While under your control, you can force them to make weapon attacks with disadvantage and to move at half speed, but cannot utilize any of their special abilities unless common sense dictates otherwise.
Hemorrhage: If you touch a creature with blood or a related fluid, you can force them to make a Save vs Magic. On a failure, they take 4d6 damage. Regardless of whether they failed the save or not, you cannot use this ability on the same target for 24 hours. Each time you use this ability within 24 hours, the damage is reduced by 1d6.
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