You transform your blood into a horrific abomination that erupts from the ground at a point you choose within range. The abomination occupies a 10-foot space and lasts for the duration.
The abomination has the following statistics:
Armor Class 15 (natural armor)
Hit Points 65 Speed 30 ft.
STR 18 (+4) DEX 12 (+1) CON 16 (+3) INT 5 (-3) WIS 10 (+0) CHA 4 (-3)
Damage Resistances acid, cold, fire Damage Immunities necrotic, poison Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 10
The abomination obeys your verbal commands. If you don’t issue any, it attacks the nearest creature other than you.
Multiattack. The abomination makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d6 + 4 piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 2d4 + 4 slashing damage.
Blood Spray (Recharge 5-6). The abomination sprays caustic blood in a 15-foot cone. Each creature in the area must make a Dexterity saving throw against your spell save DC, taking 3d6 acid damage on a failed save, or half as much on a successful one.
Blood Sacrifice. When casting this spell, you take 4d4 damage as your blood forms the abomination.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the abomination’s hit points increase by 15 and the Blood Spray damage increases by 1d6 for each slot level above 4th.
* - ((a pint of your blood))
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