Amorphous. The Coagulated blood can move through a space as narrow as 1 inch wide without squeezing.
Bloody corrosion. A creature that touches the coagulated blood or hits it with a melee attack while within 5 feet of it takes 4 (1d8) Necrotic damage. Any nonmagical weapon made of metal or wood that hits the coagulated blood corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.
Nonmagical ammunition made of metal or wood that hits the coagulated blood is destroyed after dealing damage.
The coagulated blood can attempt to control a creature that it has injured. The target must make a DC 13 Con save or become controlled by the coagulated blood until the target takes cold damage.
Spider Climb. The coagulated blood can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) Piercing damage plus 18 (4d8) Necrotic damage.
Clot Burst. Ranged Weapon Attack: + 0 to hit, range 10 ft., radius centered on self. Hit 8 (2d8) Piercing damage plus 18 (4d8) Necrotic damage. Rechargeg 5-6.
Split. When the blood that is Medium or larger is subjected to lightning or slashing damage, it splits into two new coagulated blood if it has at least 10 hit points. Each new coagulated blood has hit points equal to half the original coagulated blood's, rounded down. New coagulated blood are one size smaller than the original coagulated blood.
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