TEXT: New Keyword: Bleeding
  Bleeding damage is a type of damage caused when a character 
  tears open an enemy and causes them to lose ﬂuid at an 
  alarming rate, typically resulting in ongoing damage per round.
   
  Despite the term, bleeding is not limited to humanoid 
  creatures with blood pumping through their veins.  Any type 
  of vital liquid within the target’s body considering crucial for 
  the target to continue living can be considered blood for the 
  purpose of this keyword.  Only elementals and constructs are 
  immune to bleeding damage (unless you have the Gaping 
  Wound feat).
   
  Bleeding damage can always be stopped with a saving 
  throw or with a Healing DC 15 check.  Dying characters will 
  continue to bleed after they have passed 0 hit points.  Bleeding 
  can be stopped by applying pressure to the wound as a standard 
  action, thereby preventing any further ongoing damage for as 
  long as pressure is maintained, but the wounded character must 
  continue to make a saving throw until they succeed.
  New Feat: Gaping Wound
  Beneﬁt: You can now aﬀect elementals and constructs with 
  bleeding damage.
  NOTE: Some campaigns may determine undead and other 
  creatures are immune to bleeding, such as they lack any 
  traditional organs or are ﬁlled with sand that is not required to 
  live.  Individual exceptions to this rule are expected.
  Combat Advantage is a series of free supplemental material for the 
  Dungeon & Dragons 4E Roleplaying Game™ courtesy of  
  In the process of creating a new 
  class for playtesting, I wanted 
  something that would add a 
  little spice and originality to 
  a design that was lacking that 
  certain spark.  “Bleeding” is a 
  keyword for a type of ongoing 
  damage that ﬁts the class 
  perfectly... but you don’t get to 
  see the class.  
  Not yet.
   Todd Crapper
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/4th Edition/3rd Party/Emerald Press/Combat Advantage #2 - Bleeding.pdf