The creatures look great! Respect!
Some of the blood bonuses seem overpowered. We shouldn't forget that blood points reduce incoming damage.
Perhaps the damage reduction needs to be lowered, or the bonuses slightly reduced.
But this is assuming that the creatures of other races will be as strong as in the vanilla version.
If all the other races are stronger, then everything is fine 😉
Regarding blood, it's worth noting that it's very difficult to accumulate enough blood points for a high level without education and basic summoning skills + Blood Call, but again, you'll have to spend the hero's turns, and you could cast Horde Fury or scare someone, and the opponent will also reduce the rage with their attacks... tests of all races will decide! And in general, the theme of blood rage was not fully explored in the vanilla version - the bonuses are quite insignificant; I only noticed once that something was wrong when my Warmonger started throwing enemies around with infinite retaliation, and I thought that this was the peak of his power, but no! At its peak, he loses this useful ability and gains 15 defense.... I was a little disappointed.
We need to see how rage reduces damage; perhaps damage reduction and loss of rage points are directly related. Then it might turn out that both the reduction and the loss of points will occur, which means it will be easier to level up to the overpowered abilities. It will be easier to increase the required blood rage level by 1.5 times to 300, 750, 1500, BUT only if the faction is very imbalanced.
Added 2 minutes ago
By the way, you understood very accurately how I selected some of the abilities - I was just thinking, "How can I turn this unit into an overpowered one? Maybe add a knightly strike with a lot of speed to the charge attack?"