Extract Blood Elemental (3.5e Maneuver)

The umber hulk crashed down to the ground, and with a sickening crack a vaguely umber hulk shaped collection of blood rose from its wounds, ready to fight.

Make a melee attack. You deal an extra +1d6 damage per initiator level and render the target fatigued (or a fatigued creature exhausted). A successful save deals half damage and no fatigue. Regardless of the save, if the creature dies from this attack their blood is torn from their body and animated. Treat as a Water Elemental of the same size as the slain creature (up to Huge). The elemental is under your control, as if you summoned it, and it vanishes after 1 minute.

This maneuver is a supernatural ability.