Savagery, Sorrow and Shame
At your Eminence's request I was present for the final negotiations with this Bloodbound Decrier. The creature has accepted your contract and agreed to the task. I am confident your enemies will not survive its pursuit. This monster could look an ogre in the eye, yet tempers its might with military discipline. It is the master of a pack of ravening horrors that can empty a man of his lifeblood in seconds. And yet, it takes no joy from its work. Its eyes are dead. It stood, gazing at the horizon, and when I enquired what it was looking for it fixed its stare on me. "Only death," it said. "Only death."
Thematic Link
Imagine the soldier equal parts honour and shame and you have the Bloodbound Decrier. Amoral mercenaries who sold their prowess to any bidder, their greatest weapons were the packs of ravenous haemogoblins that strained at their leash, impatient to tear and consume. The Bloodbound cared nothing for cause, until the day they were commissioned to destroy their own homeland.
But a contract is a contract, and the Bloodbound valued their integrity more than their home, their families or their future. After all was laid to ruin, the Bloodbound were sundered. Their ancient orders broken, the Bloodbound Decriers dispersed across the world, the sycophantic haemogoblin packs at their masters' heals.
Their guilt and shame was terrible. Even as they continued to sell their swords, they plotted to end their torment Using fell rituals, the Bloodbound conjured forth spirits within the withered husks of their victims. Thus were born The Bloodless, the great avengers empowered to hunt down the hunters. The Bloodbound will not go quietly, it is not their way, but this is nonetheless a fight they hope they lose.
BLOODBOUND DECRIER CR 9
LE Large Monstrous Humanoid
Init +0; Senses darkvision 60 ft.; Listen +9, Spot +9
DEFENCE
AC 24 (+8 masterwork full plate armour, +7 natural, -1 size)
hp 76 (9d8+36)
Fort +10, Ref[/b] +9, Will[/b] +12
Defensive Abilities Aura of Fearlessness, Dark Blessing; DR 5/silver
OFFENCE
[b]Spd 40 ft. (30 ft. in plate armour)
Melee +2 greatsword +16/+11 (3d6+8/17-20) or
+2 greatsword with 5-point power attack +11/+6 (3d6+18/17-20)
Ranged masterwork composite longbow, +6 Str bonus (2d6+6/×3)
Space 10 ft.; Reach 10 ft.
Special Attacks Tears for the Bloodless, spell-like abilities
Spell-Like Abilities (CL 9th):
At will – status (DC 15)
3/day – bless (DC 14), cure serious wounds (DC 17), shield other (DC 15)
TACTICS
Before Combat Bloodbound Decriers almost exclusively attack through their haemogoblins. Before combat they will cast status on each of their charges.
During Combat The Bloodbound Decrier will attempt to remain hidden while his haemogoblins fight. He will cast bless in the first round of combat, and then watch the condition of the haemogoblins by way of the status spell. If any are in immediate danger of death, he will used shield other to save them.
The Bloodbound Decrier will only enter combat if it looks as though his haemogoblins are faring badly. He will charge into combat using his Improved Bull Rush feat to get to badly wounded haemogoblins or powerful enemies without provoking attacks of opportunity. He prefers to engage in melee than to fight from range.
If fighting without his haemogoblin pack, then the Bloodbound Decrier will cast bless on himself and try to attack from surprise, putting down any opposing spellcasters as quickly as possible. He will use his Power Attack feat only if he is sure of his enemy's defences. This is often a tactic for round two of a combat, once the Bloodbound has had the chance to assess his enemies' strengths.
Morale Bloodbound Decriers are fearless. They do not go out of their way to avoid death: they embrace it. In battle, their tactics will serve the best interests of their current contract. Although they would prefer to save the haemogoblins from harm, they will fight to the end if they must.
STATISTICS
Str 22; Dex 10; Con 18; Int 14; Wis 16; Cha 17
Base Atk +9; Grp[/b] +19
Feats Cleave, Improved Bull Rush, Improved Critical (greatsword), Power Attack
Skills Climb +12 (+7 in armour), Hide +12 (+7 in armour), Jump +12 (+7 in armour), Knowledge (Nature) +6; Knowledge (The Planes) +4; Knowledge (Religion) +8, Listen +9, Spot +9
Languages Common, Giant, Infernal, Undercommon; Bloodbound Decriers can communicate simple commands to their haemogoblins.
SQ Aura of Fearlessness, Dark Blessing, Enduring Rapport
Combat Gear +2 greatsword, masterwork composite longbow and arrows, masterwork full plate armour; Other Gear as a nomad, the Bloodbound carries all his belonging with him. This includes the mundane – changes of clothes, religious tomes – as well as any treasure.
SPECIAL ABILITIES
Aura of Fearlessness (Su) A Bloodbound Decrier is immune to fear (magical or otherwise). Haemogoblins within 10 ft. of the Decrier also share this immunity. Haemogoblins beyond this area, that still have line of sight to the Bloodbound Decrier, enjoy a +4 morale bonus on saving throws against fear effects. This ability is dependent upon the Decrier's personal aura and presence. It only functions when he is conscious.
Dark Blessing (Su) The Bloodbound Decrier gains a bonus equal to his Charisma bonus on all saving throws.
Enduring Rapport (Ex) The Bloodbound Decriers have forged a close, almost symbiotic, relationship with the haemogoblins. Bloodbound train the otherwise untrainable, and have been accepted into the packs in return. Haemogoblins will always seek to aid a Bloodbound Decrier in distress.
Tears for the Bloodless (Su) Once per week, a Bloodbound Decrier may weep genuine tears over the body of a thinking humanoid sucked dry by the haemogoblins. This corpse embodies the Bloodbound's loss, and the need for vengeance of those that were killed. Within seven days the corpse will rise again as one of The Bloodless and begin to hunt down the Bloodbound Decrier that created it.
ECOLOGY
Environment any land
Organisation solitary, plus 6-12 haemogoblins
Treasure standard, but the Bloodbound must carry all his treasure with him. Large sums of money, or art objects are likely to be converted into gems.
Alignment LE
Advancement by character class; Favoured Class fighter
Level Adjustment: +5
There are legends that they were once human. A cadre of warriors humbled by more powerful opponents, who knew just enough to treat with alien intelligences from beyond the void. They bargained for power and sealed the agreement in blood. They were human no longer. They were the Bloodbound.
They grew in size and power. Their faces becoming a distorted mockery of a human countenance. Now standing almost ten feet in height, and weighing more than 700 lbs they became the force they always aspired to be. But the bargain had changed them more than physically. They had some of the resistances and the magic of their diabolic patrons. Their lifespan was greatly increased. The payment for this power was high.
The Haemogoblins
The numbers of Bloodbound increased in the years that followed, and they made a lucrative living as mercenaries. On a contract to an area of vast grassland, some of the Bloodbound discovered a cache of haemogoblin eggs. Having witnessed the ferocity and the power of the haemogoblins first hand, they desired to add these rank creatures to their arsenal. They took the eggs and raised the young, and they did what no-one could anticipate: they tamed them.
As the constant killings took their toll on the Bloodbound's psyche and their soul, they retained their perverse affection for the haemogoblins. Treating the deadly killers as favoured pets, doting on them and even naming them. The Bloodbound were accepted into the packs, and they became packhandlers bending their innate magic to protect the haemogoblins and direct them to the choicest prey.
The Dispossessed
The price for the Bloodbound's power was their home. So rigid and unbending was the set of rubrics and laws that the Bloodbound lived by, they could back out of an agreed contract even when they were turned against their own people. After the destruction of the Bloodbound's nation of Caenaern, the Bloodbound turned their back on their pact. They became Bloodbound Decriers, and no more would they treat with these foul entities.
But these entities had made the Bloodbound Decriers virtually immortal, and too powerful to expect death on the end of a sword. Stricken by what they done to their people, nursing a death wish but forbidden form suicide by their rigid believes, the Bloodbound made one last foray into the black arts to get a measure of justice for their people.
Using their knowledge of the waking dead, they were able to impart a little of themselves into the dead husks of their victims. A little of their righteous rage was given spirit and ambulation. These were the Bloodless. The Bloodbound Decriers created their own killers and, as they set off into the wider world, they wished them well.
The Bloodbound Decriers seldom work together in these days. One Decrier and a pack of haemogoblins sell their services to warlords and emperors. They are happy to take on the most dangerous assignments in the hope they are killed. The Bloodbound always has one eye to the sky, waiting for justice to find them.
For the PCs
The Bloodbound cares nothing for causes, but sometimes it finds itself fighting on the right side. Perhaps a desperate lord of questionable moral fibre has employed a Bloodbound Decrier and its pack as part of its defences against an even greater menace. The party may find itself expected to work with the fatalistic Bloodbound, and be forced to consider whether the ends justify its brutal means.
HAEMOGOBLIN CR 6
CE Medium Magical Beast
Init +2; Senses darkvision 60 ft., low-light vision; Listen +7, Spot +8
DEFENCE
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 45 (6d10+12)
Fort +7, Ref +6, Will +5
OFFENCE
Spd 40 ft.
Melee bite +8 (1d8+1) and 2 claws +5 (1d4+1)
Space 5 ft.; Reach 5 ft.
[b]Special Attacks Blood Drain, Improved Grab, Pounce
TACTICS
Before Combat Haemogoblins use stealth to place themselves within charging distance of a victim.
During Combat Haemogoblins break from cover and charge their opponents, using their pounce ability to make full attacks in the first combat round. They will mob opponents if possible; four haemogoblins can attack a single medium-sized target.
In the wild the hunt is a free-for-all with few tactics after the initial charge. Haemogoblins will attack the nearest available foe. Although they may gain flanking bonuses from their fellows, they do not work together or seek these bonuses out. Once a haemogoblin has established a grapple and begins to drain blood, it will remain attached to its target until all the blood is drained, or until it is satiated. Satiated haemogoblins withdraw from combat, those that are still hungry will attack the next nearest victim.
A trained pack shows more discipline and tactics. Bloodbound Decriers intelligently direct the haemogoblins to attack specific foes; spellcasters are attacked first. If multiple haemogoblins are attacking a single foe with high defences, all bar one of the haemogoblins will use the aid another action to give their fellow a bonus to attack and grapple rolls. Handlers compel satiated haemogoblins to continue to fight, although they can no longer use their blood drain ability once they have had their fill.
Morale In the wild, haemogoblins will retreat from combat if they have lost more than 75% of their hit-points; or if over half their pack is either dead, or has fled. A haemogoblin under a bloodfrenzy (see below) will not retreat until it has restored its Con to its normal level. A haemogoblin within the range of a Bloodbound Decriers's aura of fearlessness will fight to the death
STATISTICS
Str 12, Dex 14, Con 12, Int 3, Wis 16, Cha 10
Base Atk +6; [b]Grp +8
[b]Feats Multiattack, Track, Weapon Finesse (bite)
Skills Hide +8, Listen +7, Move Silently +8, Spot +8, Survival +8 (+12 if tracking by scent, or +20 if tracking a blood trail)
Languages Haemogoblins can communicate with each through growls, facial expressions and scent marking, but they have no true language. They can understand simple commands given in the Bloodbound Decrier's tongue (usually Infernal).
SQ Bloodfed, Bloodfrenzy, Scent
Combat Gear None
SPECIAL ABILITIES
Blood Drain (Ex) A haemogoblin that pins a target drains blood from its victim, inflicting 1d4 points of Constitution damage each round the victim remains pinned. This damage is added directly to the haemogoblin's own Constitution score, so a haemogoblin that drains 4 points of Con from a victim sees its Con increase to 16. This increase in Constitution improves hit points, saving throws and other statistics accordingly.
A haemogoblin can drain constitution points equal to its normal Constitution score before becoming satiated. An average haemogoblin has a Con of 12, so once it has drained 12 points of Con it is satiated. Satiated haemogoblins cannot drain any more blood, and become docile unless spurred to action by their handlers.
A victim completely drained of Constitution is little more than a collection of bones and dessicated organs in a flesh bag. Nothing more sinister happens to the body unless a Bloodbound Decrier directly intervenes to create one of The Bloodless.
Bloodfed (Ex) Haemogoblins exist solely on blood. Their dun and translucent bodies swell with blood until they are a deep red. As that blood is absorbed into their system, so the red begins to fade. A haemogoblin loses one point of Constituion per day without feeding, and it will continue to lose Con until it dies. A satiated haemogoblin is therefore forced to feed once every twelve days.
Bloodfrenzy (Ex) A haemogoblin whose Con falls to less than its normal level due to lack of blood enters a state known as Bloodfrenzy. Such haemogoblins are crazed for blood, and may feed on one another if there is no handler to control them. Once a bloodfrenzied haemogoblin has drained sufficient blood to restore its Con to its normal level, then it reverts to its normal behaviour.
Improved Grab (Ex) If a haemogoblin hits with its bite attack it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.
The haemogoblin may attempt an improved grab against opponents of medium size or smaller. It then has the option to conduct the grapple normally, or simply use its mouth to hold its victim. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the haemogoblin does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents.
Each successful grapple check made by the haemogoblin in successive rounds automatically deals bite damage. If the haemogoblin pins its foe, it drains blood from the victim, inflicting 1d4 points of Constitution damage each round the foe is pinned.
When a haemogoblin gains a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.
Pounce (Ex) When a haemogoblin makes a charge, it can follow with a full attack.
Scent (Ex) Haemogoblins can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If the opponent is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges notes above. Overpowering scents such as skunk musk or troglodyte stench, can be detected at three times these ranges. Haemogoblins can also detect the scent of blood at three times the base range.
The haemogoblin detects another creature's presence, but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent's source, the haemogoblin can pinpoint that source.
Because the haemogoblin also has the Track feat, it can follow tracks by smell, making a Survival check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odour is, the number of creatures and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by Scent ignore the effects of surface conditions and poor visibility.
Skills (Ex) Haemogoblins have a +4 racial bonus on Hide and Move Silently checks. Haemogoblins have a +4 racial bonus on Survival checks when tracking by scent. If the target is bleeding, the Survival bonus improves to +12.
ECOLOGY
Environment Temperate or Warm Plains, although packs handled by Bloodbound Decriers could be found in any land.
Organisation Pack (6-24); packs handled by Bloodbound Decriers tend to be twelve strong.
Treasure None
Alignment CE
Advancement 7-18 HD (Medium)
Level Adjustment --
They are the most despised and feared pack hunters of the plains. Haemogoblins are not of true goblin stock. They are humanoid ticks about the size of a man. Their bodies are bloated sacks, that sag over their four chitinous limbs. The flesh is translucent, tinted an unwholesome shade of brown; the misshapen organs are plainly visible beating within.
Haemogoblins live to feed, and they feed exclusively on blood. They possess a maw filled with hundreds of tiny teeth that they use to burrow into their victims, take firm hold and then suck the lifeblood from them. As a haemogoblin feeds, blood fills its bulbous body, concealing its innards in a wash of scarlet.
Although animalistic, there is enough intelligence in a haemogoblin to delight in sadism. They prefer to hunt and consume prey that is aware of its fate. The screams of horror as a victim watches its blood decanted into this loathsome creature is the closest the haemogoblin comes to joy. If they cannot get sentient food the haemogoblin will eat anything, but it must eat. Without a steady supply of blood it will quickly wither and die. A haemogoblin can go from satiated to starving in minutes.
Society
Haemogoblins live in packs of up to twenty-four in number. They cooperate in the hunt to bring down larger prey, but beyond that their hunt is chaos as each haemogoblin attempts to drink its fill.
Haemogoblins are hermaphroditic. All members of the pack will lay their eggs in a secluded spot in early Spring, and then abandon the young to fate. Although haemogoblins have no need to find a mate, their wild packs are still gripped with unending battles for dominance. The most powerful can intimidate its fellows into allowing it to eat first, and that is a prize worth fighting, dying and being eaten for.
The Bloodbound Masters
No description of the haemogoblins is complete without mentioning the Bloodbound, who long discovered a strange affinity for these creatures, and began to domesticate them and use them for their own ends.
For their part, the haemogoblins thrived under the care of the Decriers, whose lifestyle was always able to offer them a steady supply of blood. It was the haemogoblins that helped the Bloodbound to destroy their own people, although these rabid creatures were incapable of feeling the remorse that haunts their masters still.
When the Bloodbound left the plains in search of employment, the haemogoblins went with them. The Bloodbound is their packleader, who has imposed order on to the pack where none existed before. They are a hideous and terrifying resource, that only a Bloodbound Decrier could love.
For the PCs
While in a market the party wizard discovers a barrel of haemogoblin eggs for sale. He cannot buy them because they are promised to another, and the shopkeeper will not reveal the identity of the customer. The buyer is a Bloodbound Decrier seeking to replace fallen members of its haemogoblin pack. An attempt to deny him the eggs will not be tolerated.
THE BLOODLESS CR 10
NE Medium-sized Undead
Init +8; Senses darkvision 60 ft.; Listen +17, Spot +17
DEFENCE
AC 24, touch 14, flat-footed 20 (+4 dex, +10 natural)
hp 78 (12d12); fast healing 3
Fort +6, Ref +8, Will +10
DR 10/good; Immune Undead Immunities
OFFENCE
Spd 20 ft., Fly 30 ft. (clumsy)
Melee 2 claws +8 (1d4+2 plus energy drain)
Space 5 ft.; Reach[/b] 5 ft
Special Attacks energy drain, spell-like abilities
Spell-like Abilities (CL 12th):
3/day – charm person (DC 13), invisibility (DC 14), major image (DC 15)
TACTICS
Before Combat The Bloodless applies its dodge bonus against attacks by its target, or most powerful target. It attempts to attack from above using darkness, the weather or its illusion magic as cover. It will always cast invisibility on itself before combat to ensure its first attack comes from surprise.
During Combat The Bloodless attacks from the air, seeking to avoid devastating melee attacks. This is a tactic that serves the creature well against the Bloodbound and its haemogoblins. Using its Hover and Improved Flyby Attack feats, the Bloodless can swoop down upon its target, make a single attack, and then get out of reach of any reprisals, all without provoking an attack of opportunity.
If battling foes with powerful range attacks, then the bloodless quickly closes to melee with spellcasters or archers, counting on its invisibility damage reduction to protect it long enough for its energy drain to deny its enemy access to its most powerful magic.
If badly wounded in combat, the Bloodless will retreat and allow its fast healing ability to restore its lost hit points, before returning at full health.
Morale The goal of the Bloodless is to destroy the Bloodbound Decrier. In a battle against a Decrier it will fight until it is destroyed. In a fight against anything else, the Bloodless considers will flee if it believes there is little chance of victory, or it it likely to perish in the fight.
STATISTICS
Str 14, Dex 19, Con --, Int 14, Wis 14, Cha 14
Base Atk +6; Grp +8
Feats Dodge, Flyby Attack, Hover, Improved Flyby Attack, Improved Initiative, Mobility
Skills Diplomacy +17, Intimidate +17, Listen +17, Search +17, Sense Motive +17, Spot +17
Languages Common, Giant, Infernal, Undercommon
SQ undead traits
Combat Gear None
SPECIAL ABILITIES
Energy Drain (Su) On a successful melee attack roll, the Bloodless bestows two negative levels. It gains 5 temporary hit points for each negative level it bestows.
ECOLOGY
Environment any
Organisation solitary, gang (1-4) or pack (5-11)
Treasure none
Alignment NE
Advancement 13-18 HD (Large)
Level Adjustment --
The bloodless are the desiccated husks of haemogoblin victims, given unlife and purpose by the Bloodbound Decriers. With nothing but dry flesh and crumbling bone to support them, they can only move on the ground by crawling. The curse that animates them also grants them the power to fly, but it is not a smooth and graceful slight. They jerk forward in a sudden and unsettling manner. When still, they hang unnaturally, resembling a marionette with its strings cut.
During their creation, the person the Bloodless once was, is completely overwritten. The Bloodless magically learns of the destruction of the Bloodbound's nation of Caenaern. They feel the loss as if they lived through the fires and the deaths, and they place the blame firmly at the door of the Bloodbound themselves. They are instruments of vengeance fuelled by sorrow, conscience given form, and they are determined to destroy the 'their' nation's destroyers. The Bloodless have given them the perfect tools for the job.
The Bloodless are intelligent, and are quite capable of planning and executing complicated schemes to locate and destroy the Bloodbound Decriers. They have no qualms with working with their own kind, and sometimes several Bloodless might team together to oppose a particularly powerful Bloodbound. Scholars believe that in creating the Bloodless, the Bloodbound imprinted a little something of the being it was before it embarked upon its fell pact centuries ago. And so the Bloodless recognises something of itself in the Bloodbound, and this only heightens its desire to see the thing dead.
The death of the Bloodbound Decrier that gave the bloodless unlife is a glorious moment. The Bloodless momentarily returns to living flesh, remembering both its own life and the glories of Caenaern past.
For the PCs
The Bloodless uses its powers of charm and illusion to get close to the PCs and find out what they know about a Bloodbound in the area. It may offer aid to the party in exchange for this information, and even steer the activities of the PCs, using them as hapless pawns to wear the Bloodbound down. When the nature of The Bloodless is revealed, it will be hard for the party to pick a side.