Akuma Clan

Hailing from the Land of Snow’s barren wastelands, the Akuma no Chi (悪魔の血, “Demon’s Blood”) are a small band of exiles whose origins are shrouded in a roiling fog of mystery. Their presence in the Land of Snow is minimal, tending to stray from civilization, for the seclusion of remote areas. Thus, stumbling across one is a rare occurrence.

Tales drifting about here and there tell of their unnatural attunement with the more chaotic forces of nature. Others whisper of the overwhelming sense of malice swirling about them. Yet, one that stands out from the rest is their blood, tainted with a touch of demonic essence.

Standing as a testament to such, their appearance is meld of the usual human features and that of the otherworldly evils—some leaning more to their human aesthetic while others bear the jarring visage of a creature ought to be executed.

## Template Statistics

Str +4, Con +4, Dex —, Wis +6, Int +4, Cha —

## Demon Blood

The demonic blood flowing through their veins remains dormant in most clansmen, being too thin to produce any tangible effect. Such clansmen appear mostly human with the only signs of demonic heritage being the unique coloration of their eyes, fanged teeth and the protrusion of small almost unnoticeable horns from their forehead.

There, however, exists a second category of clansmen, those whose demonic blood are particularly concentrated in their veins. Their appearance is drastically different from the usual clansmen. Upon the rousing of their demonic blood’s influence, usually an event in their teens, these clansmen manifest pronounced and menacing bodily anomalies rendering them more beastly in appearance than man.

This event of their demonic blood’s ‘awakening’ has no established set of conditions and can occur during the most mundane of circumstances, just as high-stress situations are also able to invoke it. Characters must possess the Demonic Inheritance Feat for this event to occur, granting them the following abilities based on their particular demonic blood:

## Genkaku Ketsueki (幻覚 血液, “Illusion Blood”)

*Harnessing the power of the Illusion Blood, an Akuma breaks free from the world's chains, shaping it in their own image. Their skin drowns in a sea of pitch black, transforming them into an endless void. A lily white robe with flowing black markings encases their form, concealing all but their bright blood-red eyes and faint glimmers of light.*

Genkaku Ketsueki is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature):

Size and Type:

The base creature’s size is unchanged.

Hit Dice:

The base creature’s Hit Dice are unchanged.

Speed:

The base creature’s speed is unchanged.

Armor Class:

The base’s creature’s Armor Class is unchanged.

Attack:

The base creature’s attack is unchanged.

Full Attack:

The base creature’s Full Attack is unchanged.

Damage:

The base creature’s damage is unchanged.

Special Attacks:

Fear Aura causes this creature’s mere presence to send shivers down the spine of the bravest souls. Though not as extreme as a Tsuchigumo’s aura, those within 40 ft. of the character are required to make a Will Save (DC 11 + Character Level + Cha Modifier + Highest Level of Jutsu) or become frightened. The use of this ability is considered a Free Action, though costing the equivalent of the user’s highest level of jutsu.

Special Qualities:

The Art of Illusion is inherent to the Genkaku Ketsueki granting the character a bonus on genjutsu and similar mind altering techniques of ⅓ their character level.

Incorporeality enables the Genkaku Ketsueki to assume the state of being of an incorporeal existence, gaining the traits of such an entity, for 2d8 turns, as a Standard Action. Each turn in this state consumes 9 points of chakra.

Abilities:

The base creature’s abilities adjust to: Str -9, Dex —, Con —, Int +8, Wis +3, Cha +8. These do not stack with the initial ability score adjustments gained from this clan.

Skills:

The base creature’s skills are unchanged.

Feats:

The base creature’s feats are unchanged.

## Ogumo Ketsueki (大蜘蛛 血液, “Giant Spider Blood”)

*Akuma, imbued with the Spider's Blood, transforms into a hybrid of Tsuchigumo, a nightmarish fusion of human and spider features. Their skin loses its color, turning deathly pale. Four additional arms sprout from their shoulders, while their body swells to an imposing size. Their pupils morph into concentric circles, and fanged teeth sharpen at the corners of their jaws. Their hair becomes a crimson and black cascade, flowing down their body.*
Ogumo Ketsueki is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature):

Size and Type:

The base creature’s type is unchanged. The base creature size changes to Large.

Hit Dice:

The base creature’s Hit Dice remains unchanged.

Speed:

The base creature’s movement speed is unchanged, but it is able to move across surfaces with a climb speed of twice their movement speed.

Armor Class:

The base creature gains a racial bonus of ¼ Hit Dice to their Armor Class.

Attack:

The base creature gains an additional pair of arms granting them four additional attacks on all their attack rolls.

Full Attack:

For armor and shield bonuses gained from non-epic magical equipment, Full Attacks made by the base creature ignores these bonuses. For bonuses derived from jutsu or spells, this does not apply.

Damage:

The base creature's damage is unchanged.

Special Attacks:

Spider Web, the Ogumo are able to shoot strong strands of webs from their mouth, up to 30 ft. + 5 ft. per CL. These webs are immune to all except cold damage, which destroys them immediately. These webs can be used to maneuver about with (30 ft. + 5 ft. per CL; as long as there is some surface the webs can adhere to) and bind foes (Ranged Touch Attack; DC 11 + Character Level + Con Modifier + Highest Level of Jutsu). Those caught within an Ogumo’s webs are considered grappled for one round, whereafter an opposed grapple check can be made to grapple the Ogumo instead, though achieving as such does not free one from the binding webs. For the purpose of a grapple, treat these webs as a large creature with a BaB equal to their CL, and a strength score equal to the Ogumo’s Con Modifier. Either case costs a Move Action and Standard Action respectively.

Frightful Presence is innate to the Ogumo, instilling an unreasonable degree of fear upon creatures that hold even the slightest bit of eye contact with them. This is a gaze attack, upon which a Will Save must be made (DC 12 + Character Level + Cha Modifier + Highest Level of Jutsu), or the creature becomes panicked. The use of this ability is considered a Free Action, though costing the equivalent of the user’s highest level of jutsu.

Special Qualities:

Earth’s Kismet gathers on the Ogumo, allowing them to selectively empower either their offensive or defensive capabilities for one turn. Doing so is a Free Action and must be declared at the start of the character’s turn. Empowering offense increases the damage of melee attacks to 1.5 times its current value, while empowering defense increases Armor Class and Fortitude Saves to 1.25 times their current value. Ogumos’ can draw upon the power of Earth’s Kismet twice per day.

Abilities:

The base creature’s abilities adjust to: Str +4, Dex +2, Con —, Int +6, Wis +8, Cha —. These do not stack with the initial ability score adjustments gained from this clan.

Skills:

The base creature’s skills are unchanged.

Feats:

The base creature gains Multiattack.

## Shinku Ketsueki (深紅 血液, “Crimson Blood”)

*A crimson aura engulfs the Akuma, transforming their hair and eyes into the same shade of blood. Four pitch-black wings sprout from their back, and their fingers sharpen into claws. Their complexion fades to a deathly pallor.*
Shinku Ketsueki is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature):

Size and Type:

The base creature’s size and type are unchanged.

Hit Dice:

The base creature’s Hit Dice are unchanged.

Speed:

The base creature is able to Fly with perfect maneuverability and at a speed of 1.25 times their base movement speed.

Armor Class:

The base creature’s Armor Class is unchanged.

Attack:

The base creature is able to use Claw Attacks in place of its Unarmed Strikes, dealing 3d6 base damage.

Full Attack:

The base creature’s Full Attack is unchanged.

Damage:

The base creature’s damage rolls are treated as if it were a critical hit. When the base creature actually rolls a critical, it instead deals on and a half times the normal damage dealt on a critical hit.

Special Attacks:

The base creature’s Special Attacks are unchanged.

Special Qualities:

Energy Resistance grants the Shinku Ketsueki resistance for the following types of energy—fire, cold, electricity, acid, and sonic. When the Shinku Ketsueki take damage from those energy types, deduct an amount equal to ⅓ of their character level, before applying the damage.

Crimson Bright, aptly named due to the glaring crimson sheen enveloping the Shinku Ketsueki when in use, allows them to sacrifice their lifeforce in exchange for a temporary power boost, gaining 1 point to their ability scores, except Con and Cha, per 10 Hit Points sacrificed (Max 50). This is a Full Round Action, lasting a number of rounds equal to the character’s Con Modifier.

Abilities:

The base creature’s abilities adjust to: Str +4, Dex +2, Con +4, Int +8, Wis +6, Cha +8. These do not stack with the initial ability score adjustments gained from this clan.

Skills:

The base creature’s skills are unchanged.

Feats:

The base creature’s feats are unchanged.