XP 12,800 NE Large outsider (evil, extraplanar) Init +8; Senses darkvision 120 ft.; blood scent, detect good, detect magic, see invisibility; Perception +19 Aura hemophilia (40 ft., Fort DC 21) DEFENSE AC 25, touch 17, flat-footed 20 (+4 deflection, +4 Dex, +8 natural, -1 size) hp 151 (14d10+70); fast healing 2 Fort +14, Ref +8, Will +13 Defensive Abilities outsider traits; DR 5/good; Immune acid, bleed, death effects, disease, fire, poison; Resist cold 15, electricity 15; SR 20 Weaknesses cure spells OFFENSE Speed 30 ft., fly 50 ft. (perfect) Melee 2 claws +18 (2d8+5 plus 1d4 bleed) Space 10 ft.; Reach 10 ft. Special Attacks exsanguinate Spell-Like Abilities (CL 14th; concentration +18) Constant—blood scent, detect good, detect magic, protection from good, see invisibility, tongues At will—blood biography, blood blaze, boiling blood 3/day—teleport STATISTICS Str 20, Dex 18, Con 20, Int 14, Wis 14, Cha 18 Base Atk +14; CMB +20; CMD 38 (cannot be tripped) Feats Bloody Assault, Flyby Attack, Improved Initiative, Improved Vital Strike, Iron Will, Power Attack, Vital Strike Skills Bluff +21, Diplomacy +21; Intimidate +21; Knowledge (arcana) +19; Knowledge (nature) +19; Knowledge (planes) +19; Perception +19; Sense Motive +19; Spellcraft +16 Languages Abyssal, Draconic, Infernal; telepathy 100 ft., tongues SPECIAL ABILITIES Exsanguinate (Su) As a full-round action (that provokes attacks of opportunity) the Exsanguinator can grip a living creature by the very blood within their bodies. Targets must make a DC 21 Will save to resist his control and on a failure are paralyzed. Paralyzed creatures are forced to make a DC 21 Fortitude save or take 2d4+2 Constitution damage as the Exsanguinator rips the blood from their body through orifices as well as the pores of their skin. For every point of Constitution damage dealt this way, the Exsanguinator gains 2 temporary hit points (up to his normal maximum number of hit points). Hemophilia (Su) Any creature suffering from a bleed effect while within 40 feet of Exsanguinator must succeed on a DC 21 Fortitude save or take twice the normal amount of damage from bleeding wounds that round. Any Heal checks to stop a creature from bleeding while within a hemophilia aura are made with a -10 penalty. Powerful Presence (Su) Exsanguinator’s force of personality and ego are so strong that they manifest around him at all times, providing a deflection bonus to AC equal to his Charisma modifier. Weakness The Exsanguinator does not heal from cure spells; instead he takes double damage from them. If subjected to a heal spell, he dissipates from the Material Realm immediately on a failed save. TACTICS The Exsanguinator is a creature borne of pain—he is sadistic and torturous, taking his time to inflict as much pain as possible on an opponent before killing them (preferably in an ineffectual fashion). When dropped to 35 hit points or less, the daemon teleports away—but not too far. After healing back to 130 hit points (his fast healing recovers 20 hit points per minute) he teleports back to wherever he fled from to strike again when his opponents think they are safe. When reduced to 35 hit points or less a second time, the Exsanguinator teleports away again, marking those that survived as enemies for life.
When the battleis coming to a close (after 50 HD of creatures have perished and either Krev Ragata or Countess Veresovich are no more) and the floors of the chamber are bathed in the blood of the dying or fallen, the Exsanguinator finally appears! Read the following when it seems the battle against Cultus Sanguineus has reached an end:
The deranged cultists are falling before you, their corpses piling up as the floor itself becomes coated with the blood of the newly dead. As the battle begins to wain, you notice that the sloshing crimson has risen to cover your feet and is beginning to steam. Booming laughter echoes from the walls of the chamber as the blood flooding the room generates waves from nowhere before forming into an enormous creature in the center of the room.
It floats in the air with its legs crossed, instantly scrutinizing you from behind calculating, immortal eyes. Two curious horns sprout from the red flesh of its head and it wears nothing save a simple, torn yellow loincloth. You can sense its hunger immediately—whatever it is, it instinctively yearns for blood. In an instant, the gallons of it that occupied the chamber are sucked away entirely as the creature fully forms and the maniacal laughter turns into an angry battle roar!
770 years ago the planets in Aventyr’s solar system were in a rare alignment as the cosmic anomaly known as the Blooddrop—a floating wave of energies that streaks throughout the universe—made its way into the solar system. The extraterrestrial irregularity is so named because of its red color, making it look as if a drop of blood is streaming across the heavens. These coincidences made the ritual of Sangue Malar possible—what actually occurred during that foul catastrophe has been lost to the vestiges of time but afterward the Exsanguinator was ravaging across Aventyr. His power grew so quickly that it was not long before other powerful entities noticed him and saw that eventually his power would be so vast that none would be safe from his ravenous hunger for blood.
Seven powerful daemons met in secret and agreed to combine their dark powers to cast Exsanguinator into a prison plane, trapping him within the Blooddrop. Their acolytes created a crimson sacrifice that the Exsanguinator could not ignore—they cornered him in the northern mountainous region of the Klavek Kingdom and the battle lasted for days. Despite his great power, Exsanguinator was bested and sent to the passing astral cage, imprisoned by all the wards and rituals the daemons knew. Their intent was to weaken him by starvation but the Exsanguinator’s will is stronger than expected—after 700 years the wards are failing, the planets once again align, and now the Blooddrop is once again passing across the skies of Aventyr.