Amorphous. A blood avatar can move through a space as narrow as 1 inch wide without squeezing.
Blood Frenzy. The blood avatar has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Bloody sense. The blood avatar will go for the party member with the least hp.
Undying. When the blood avatar is reduced to 0 hit points by non-radiant damage, it instead is reduced to 1 hit points.
Blood Siphon: Magic Attack: +5 to hit, reach touch, one creature. Hit: 10 (1d8 +2) necrotic damage.
Blood Bolt: Ranged Weapon Attack: +7 to hit, range 10/60 ft., 1 target. Hit: 18 (3d8 + 6) necrotic damage.
Blood fan: Melee Weapon Attack: +4 to hit, reach 5 ft., up too 5 targets. Hit: 10 (2d6 + 4) necrotic damage. On failed DC CON 12 save, target's become poisoned .
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