Blood Puppet (3.5e Maneuver)

Dance, blood, dance!

You animate blood through force of will, puppeting it around at your command. There are two versions to this maneuver. The first can target any blood bearing creature in Close range, they must make a Fort save or lose control of their body as you jerk them around like a puppet. They may move up to a speed of 20 feet, and make one attack a round with whatever weapon they have, or a slam attack which deals 1d6 (for medium creatures). They attack with your base attack bonus plus your Con modifier, and deal their normal weapon damage plus your Con modifier. You cannot activate any of their abilities or class features, though you do gain their movement speeds (limited to 20 ft maximum). The creature can only take purely mental actions. Once a round at the beginning of their turn they can make another saving throw to resist your control. If they succeed this maneuver ends, and they are left staggered for 1 round as your control ebbs.

Alternatively you can animate a pool of blood into something of an ooze. How much you can animate at one time depends on your initiator level.

The ooze has a speed of 20 ft and can make one slam attack a round, using your base attack bonus and Con modifier for attack and damage as above. If you lose line of sight, the ooze is blind as well, and it falls apart if you lose line of effect. It has 1/2 your max hp, uses your saving throws, and when it dies the same pool cannot be animated again for the rest of the encounter (or 1 minute).

This maneuver is a supernatural ability.