A “bad air” infection of the blood that causes one to spurt blood more rapidly when cut and prevents the blood from coagulating around a wound to stop the flow- bleeding like a stuck pig. Many will not know they are infected with this disease until the symptoms reveal themselves after a traumatic injury, and often it is too late by that point.
It is fortunate that treatment is simple, and competent physicians can identify warning signs of someone so afflicted and prescribe treatment to address the risk in advance, removing the cause of the condition and thickening the blood once more so they will only bleed out as quickly as a normal person with a gushing wound might. “Bad Air” is the only apt description for the cause of this disease, resulting from polluted and densely populated spaces, not unlike a flu. A humanoid exposed, such as through some else who is infected, must succeed at a DC 12 Constitution save or be infected.
A humanoid so infected must make a DC 10 Constitution save any time they take physical damage. On failure, a wound opens, causing them to take 1d4 necrotic damage each turn thereafter. These wounds can be closed with a DC 10 Medicine skill check by them or someone else.
Multiple wounds can be open on a character at a time, and each damages and must be treated separately. Consumption of large quantities of iron-rich foods suppresses the condition for a day. The infection fades after 3d6 days.