Liquid Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.
Blood Capsule. The elemental stores half the damage it deals as 'Blood Points.' This does not apply to creatures who have no blood, or do not bleed.
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Blood Transport. The elemental can use a bonus action to teleport to an adjacent square of a creature who has received slashing or piercing damage in the last turn.
Blood Transfusion. The elemental may spend 'Blood Points' to heal a creature equal to the number of points spent. These points need not be spent all in one transfusion.
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