You call forth a Blood Elemental servant. It manifests in an unoccupied space that you can see within range and uses the Blood Elemental stat block below. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Blood Elemental
Large Elemental, Neutral
AC 14 (Armor Scraps)
HP 50 + 10 for each spell level above 5
Speed 30 ft., Swim 30 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +2 | +2 |
| DEX | 14 | +2 | +2 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 5 | -3 | -3 |
| WIS | 10 | +0 | +0 |
| CHA | 6 | -2 | -2 |
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Grappled, Frightened, Paralyzed, Restrained
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands the languages you know but cannot speak it
Traits
Blood Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch, without squeezing.
Actions
Multiattack. The elemental makes two slam attacks.
Slam. Melee Attack: +7 to hit, reach 5 feet., one target. Hit: 2d8 + 4 necrotic damage.
Blood Drain (Recharge every 4 turns). Each creature within 5 feet of the elemental must make a DC 15 Constitution saving throw. On a failed save, the target take 3d8 necrotic damage. The elemental gains half of the damage done as temporary hit points.
Comments