Also known as Bloodborn, these are pints of human blood which have gained sentience and enough ability to maintain cohesion and surface tension to pass from host to host, reproducing through the host organism’s own bloodstream, taking over the organism and feeding on it until the organism dies or a stronger host is found. Hemokeens prefer powerful but innocuous-looking hosts. If their host body is attacked the Hemokeen will use its control over the hosts and its host’s mutations to defend itself. If its host dies, the Hemokeen projects itself at force toward the aggressor from his host’s eye sockets and try to force itself through a cranial orifice in its target, seeking a new host. Hemokeens are naturally toxic to most organisms, with direct blood-to-skin contact or ingestion requiring a poison save. These stats concern “open air” Hemokeens, jets of blood that try to overtake the party.

No. Enc.: 1 (2)
Alignment: Chaotic
Movement: 0’ (0’)
       Flight: 220’ (73’)
Armor Class: 7
Hit Dice: 6
Attacks: 1 (toxic weapon)
Damage: 3d6 (half damage on save)
Save: L3
Morale: 10
Hoard Class: none (as Host’s)

Mutations: parasitic control, toxic weapon, regenerative capability, hemophilia, increased willpower, flight-psionic


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