(ritual); M (a life-sized animal sculpture made of clay, cloth, stone, or wood, plus mandrake root worth 10 sp, consumed)

As you spend 10 minutes to cast this spell, you pour a few drops of your blood into the mouth of the animal sculpture, temporarily giving it life. The form is based on the sculpture: almiraj, badger, bat, cat, crab, fish (quipper), flying monkey, flying snake, frog, hawk, lizard, octopus, owl, poisonous snake, rat, raven, scorpion, sea horse, spider, toad, tressym, weasel, or any Tiny or smaller animal of challenge rating 0.

The sculpture animates into a sentinel within 1 meter of you. The sentinel has the statistics of the chosen form, though its health is increased by 5. Your sentinel can understand your speech and you gain the ability to decipher its noises and motions.

Your sentinel acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. If you don’t issue any commands to your sentinel, it defends itself from hostile creatures but otherwise takes no actions. A sentinel can’t attack, but it can take other actions as normal.

While your sentinel is within 20 meters of you:

  • Your sentinel has resistance to all damage. Each time it takes damage, you take the same amount of damage.
  • When you cast a spell with a range of touch, your sentinel can deliver the spell as if it had cast the spell. Your sentinel must use its reaction to deliver the spell when you cast it. If the spell is an attack, you use your own skill check for the roll.

As an action, you can temporarily dismiss your sentinel if it is within 5 meters of you. It disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 5 meters of you that you can see.

You can’t have more than one blood sentinel, divine emissary, familiar, or wild companion at a time. If you cast this spell while you already have a blood sentinel, divine emissary, familiar, or wild companion, the spell fails.

When the sentinel drops to 0 health, it disappears, leaving behind no physical form. It reappears after you cast this spell again. If it is slain by a creature, you gain advantage on your next attack made against the killer.

Augment

You can increase your sentinel’s health by 15 for each additional mana expended.