The Drop can cast a variety of spells based on how many Drops have infiltrated the host. The Drops may only cast with their host as the target, and only once a day. The save DC for these spells is 13, but increases by 1 per Drop in the host.
Bloodform: The Drop has advantage on all Stealth checks and can take the Hide action as a bonus action on its turn when on a battlefield with more than three other combatants. Additionally, if a creature has advantage on Perception rolls that rely on smell, the Drop has disadvantage on Stealth checks instead. The Drop may enter another creatures space as an action by spending 5 ft of climb speed. This requires a Stealth check to go unnoticed.
Pierce: Melee Touch Attack: +6 to hit, one target. Hit: 1 piercing damage and an additional 1d4 poison damage to a Small creature. An affected medium size creature must make a DC 15 medicine check as a reaction. On a success, they notice the Drop. Otherwise, the target has disadvantage on saves against the Drop. Vascular Infiltration: The Drop forces a target to make a Con save against the Drop as it begins to infiltrate and corrupt the target's bloodstream as an action. The DC is 15, +1 per Drop already infiltrated in the host. On a success, the host resists the Drop, which is pushed out of the target's space. On a failure, the Drop infiltrates the host and becomes unidentifiable from normal blood.
Minuscule drops of gelled blood in a crimson crystalline exoskeleton.