Extract Blood Elemental

6th Level Conjuration

Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M (Water and sand; A ruby worth 100gp, which the spell consumes)

V, S, M (Water and sand; A ruby worth 100gp, which the spell consumes) Duration: Concentration, up to 10 minutes

You attempt to extract blood from a target creature within range and coalesce it around the ruby, which acts as the heart of a water elemental which is then summoned as part of the casting to create a fiendish hybrid.

The targeted creature must succeed on a Constitution saving throw or suffer 6d8 necrotic damage, or half on a success. Either way, you summon a blood elemental though it appears at half health if the target succeeded. It has the statistics of a water elemental, except the whelm ability deals an additional 4d6 necrotic damage to the target, and heals the elemental for the same amount.

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental’s statistics.

At Higher Levels When you cast this spell using a spell slot of 7th level or higher, the damage dealt to the target increases by 1d8 and the damage of the whelm ability by 1d6 for each slot level above 6th.

Classes: Druid, Wizard