b'Giant, Blood \n'b'  Family:   Giant  \n'b' A towering frame of bone wrapped in vessels of frozen blood, like a tree covered in crimson vines, blocks the way. \n'b'  Huge   giant ,  lawful neutral  \n'b'  Armor Class  15 (natural armor)  Hit Points  126 (12d12 + 48)  Speed  40 ft.\n'b' STATS STR: 23 (+6) DEX:  12 (+1)  CON:  18 (+4)  INT:  8 (-1)  WIS:  16 (+3)  CHA:  5 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dexterity  +4,  Constitution  +7,  Wisdom  +6  Skills   History  +2,  Religion  +2,  Perception  +6  Damage Resistance  necrotic  Damage Immunities  cold, poison  Condition Immunities   exhaustion ,  poisoned   Senses   darkvision  60 ft., passive  Perception  16  Languages  Giant  Challenge  8 (3,900 XP) \n'b' Special Traits \n'b'   Blood Sense . A blood giant can pinpoint the location of living creatures within 60 feet of it and can sense the general direction of living creatures within 1 mile of it. \n'b'  Magic Weapons . The blood giant\xe2\x80\x99s weapon attacks are magical. \n'b'  Eternal Nature . A blood giant doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Actions \n'b'   Multiattack . The blood giant makes two blood spear attacks. \n'b'  Blood Spear .  Melee Weapon Attack : +9 to hit, range 15 ft., one target.  Hit : 19 (3d8 + 6) piercing damage plus 7 (2d6) cold damage. \n'b'  Rock .  Ranged Weapon Attack : +9 to hit, range 60/240 ft., one target.  Hit : 28 (4d10 + 6) bludgeoning damage. \n'b'  Blood Magic (Recharge 5-6) . The blood giant uses one of the following: \n'b'  Impale . The blood giant causes 10-foot-high blood spikes to burst from the ground within 15 feet of it. Each creature in the area must make a DC 15  Dexterity  saving throw, taking 26 (4d12) piercing damage plus 7 (2d6) cold damage on a failed save, or half as much damage on a successful one. \n'b'  Drown . The blood giant sends blood pouring down the throat of one creature within 30 feet, which must make a DC 15  Constitution  saving throw. On a failure, the creature is incapacitated until the end of its next turn as it coughs up the blood and is  poisoned  for 1 minute after that. \n'b'  Vaporize . A red mist surrounds the blood giant in a 20-foot-radius sphere. The mist spreads around corners, and its area is heavily  obscured . It moves with the blood giant and doesn\xe2\x80\x99t impede the giant\xe2\x80\x99s vision. The mist dissipates after 1d4 rounds. \n'b'\n'b' ABOUT \n'b' Blood giants are formidable sentries, tireless in their oath to guard eldritch places and keep trespassers out. \n'b'  Sworn Guardians . Blood giants belong to a primordial tribe of giants that swore an oath to a god long forgotten by men.\xc2\xa0They stand as guardians to secret holy places of great power and as wardens to keep ancient enemies of their god from ever seeing the light of day. \n'b'  Blood Magic . Centuries ago, the blood of these creatures was mixed with the blood of the god to whom they swore their oath.\xc2\xa0That oath, keeps their bodies in a state between death and life, causing magical blood to endlessly flow through their bodies long after their mortal flesh has fallen away. They have great control over this blood, hardening it to an ice-like state and liquefying it at will. The blood giant\xe2\x80\x99s weapons are all made by this process.'