You animate a mass of hardened blood into a Medium construct that serves you. The blood golem appears in an unoccupied space within range that you can see and lasts for the duration or until it drops to 0 hit points.
The blood golem has the following statistics:
Armor Class 14 (natural armor)
Hit Points 60 Speed 30 ft.
STR 16 (+3) DEX 10 (+0) CON 16 (+3) INT 4 (-3) WIS 10 (+0) CHA 5 (-3)
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
The golem obeys your mental commands (no action required). If you don’t issue any, it takes the Dodge action and moves to protect you.
Blood Fists. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6 + 3 bludgeoning damage plus 1d6 necrotic damage.
Blood Surge (Recharge 5-6). The golem releases a pulse of vital energy. Each creature within 10 feet must succeed on a Constitution saving throw against your spell save DC or take 3d6 necrotic damage and have its speed halved until the end of its next turn.
Blood Sacrifice. When casting this spell, you take 4d4 damage as your blood forms the golem.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the golem’s hit points increase by 15 and the blood fists damage increases by 1d6 for each slot level above 4th.
* - ((a clay or stone figure mixed with a quart of your blood))
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