Amorphous. The Blood Spawn can move through a space as narrow as 1 inch wide without squeezing.
Drain. Whenever the Blood Spawn has a creature grappled in its tentacles, it could use its next attack to begin draining the blood from the creature. For each round the creature is effected by the drain, the creature takes 2d8 piercing damage. If a creature is reduced to 0 hit points, the creature dies and the Blood Spawn regains hit points equal to the last roll.
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (2d6 + 4) bludgeoning damage and grappled
Split. When a Blood Spawn that is Medium or larger is subjected to lightning or slashing damage, it splits into two new Spawns if it has at least 10 hit points. Each new Spawn has hit points equal to half the original Spawn's, rounded down. New Spawns are one size smaller than the original Spawn.
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