Devil, Blood Hellion 8 (24)

Planar Bestiary

Born of the Nine Hells, blood hellions serve as assassins for infernal armies, targeting opposed factions as often as they do creatures from Material Plane worlds. Able to bleed anything with blood, blood hellions are despised by devils and mortals alike.

Motive: Thirsts for blood

Environment: Usually solitary, on the edges of civilization

Health: 33

Damage Inflicted: Major wound (8 points)

Armor: 4

Movement: Short; short when swimming

Modifications: Speed defense as level 7 due to large size; perception as level 9

Combat: The hellion attacks three times each round, once with their bite and twice with their claws. In addition to regular damage, successful claw attacks cause the target to bleed for a minor wound (1 point) (ignores Armor) each round on their turn until the target receives magical healing. Multiple claw attacks result in multiple bleeding wounds.

On any round the hellion has inflicted at least 1 point of damage to a creature within short range and is not at 0 health, the hellion regains 2 points of health, as blood from victims is drawn to the hellion's body and absorbed.

About once every minute, the hellion can use their action to ignite the blood of a creature within short range that fails a Might defense task. A victim can't take actions or move, but they can scream in unutterable pain, taking 5 points of ambient damage each round as flame consumes their blood from inside. Each round the victim can attempt another Might defense task to end the effect. If the target is bleeding from one or more bite or claw wounds, all creatures within immediate range of them take 2 points of damage from the wounds' spewing fire each round.

The hellion can form a pool of blood on a solid surface they can see within short range once per day. The pool spreads to cover an area up to a short distance in diameter and depth, persisting for up to 1 hour. (The depth exists in a temporary dimension phased with the ground just beneath the pool's surface.)

Creatures in or that enter the area are pulled beneath the pool's surface on a failed level 5 swimming task; otherwise, they can remain on the surface. All creatures in the pool, whether on the surface or fully submerged, take 8 points of Speed damage (ignores Armor) from necrotic energy each round. A creature on the surface can swim to exit the pool. A submerged creature must first succeed on a level 5 swimming task as their action to surface before swimming to the pool's edge.

A blood hellion is immune to cold, fire, and poison attacks.

Interaction: An offering of blood in sufficient quantities is the only way to begin a negotiation with a blood hellion, who can speak in the language of demons (Abyssal) or telepathically.

Use: Blood hellions are sometimes summoned by accident by those attempting summoning or portal magic, especially if blood is one of the components used in the spell or ritual.

Loot: As assassins, blood hellions sometimes must go under cover. These carry a disguise module potion.

GM Intrusion: Just as it seems a character will escape the hellion's summoned pool of blood, demonic arms pull them back in and under the surface.