b'Herald of Blood \n'b'  Huge   fiend ,  neutral evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  184 (16d12 + 80)  Speed  30 ft., fly 50 ft., swim 30 ft.\n'b' STATS STR: 22 (+6) DEX:  12 (+1)  CON:  20 (+5)  INT:  14 (+2)  WIS:  17 (+3)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Str  +10,  Con  +9,  Wis  +7  Skills   Arcana  +10,  Perception  +7  Damage Resistances  cold, fire, lightning  Damage Immunities  necrotic, poison  Condition Immunities   exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses   darkvision  240 ft., passive  Perception  17  Languages  Common, Draconic, Infernal, Void Speech  Challenge  12 (8,400 XP)  Proficiency Bonus  +4 \n'b' SPECIAL TRAITS \n'b'\n'b'  Blood Armor . Each time a creature with blood hits the herald with a  melee attack  while within 10 feet of the herald, the creature takes 4 (1d8) necrotic damage, and the herald\xe2\x80\x99s AC increases by 1 until the end of its next turn. The herald\xe2\x80\x99s AC can\xe2\x80\x99t be increased to more than 20 from this trait. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The herald makes three Herald\xe2\x80\x99s Staff or Blood Bolt attacks, or it makes two Herald\xe2\x80\x99s Staff attacks and one Grasping Slam  attack . \n'b'  Herald\xe2\x80\x99s Staff .  Melee Weapon Attack : +10 to hit, reach 10 ft., one target.  Hit : 13 (2d6 + 6) bludgeoning damage plus 13 (3d8) necrotic damage. \n'b'  Grasping Slam .  Melee Weapon Attack : +10 to hit, reach 10 ft., one target.  Hit : 17 (2d10 + 6) bludgeoning damage, and the target is  grappled  (escape DC 17) if it is a Large or smaller creature. Until this grapple ends, the target is  restrained  and takes 9 (2d8) necrotic damage at the start of each of its turns, and the herald can\xe2\x80\x99t use its Grasping Slam on another target. \n'b'  Blood Bolt .  Ranged Spell Attack : +7 to hit, range 120 ft., one target.  Hit : 25 (5d8 + 3) necrotic damage. If the target is a creature with blood, it must succeed on a DC 17  Constitution  saving throw or be  poisoned  until the end of its next turn. \n'b'  Call Blood (Recharge 5\xe2\x80\x936) . Each creature with blood within 10 feet of the herald must make a DC 17  Constitution  saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one. The herald then gains  temporary hp  equal to the single highest amount of necrotic damage dealt. A creature that fails the saving throw by 5 or more also suffers one level of  exhaustion . \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Grant Blood Rage . The herald of blood infuses reckless rage in one creature it can see within 60 feet of it that isn\xe2\x80\x99t a Construct or Undead. The target must succeed on a DC 17  Constitution  saving throw or be enraged for a number of rounds equal to the target\xe2\x80\x99s  Constitution  modifier. While enraged, the target has advantage on all  melee attack  rolls, and  attack  rolls against it have advantage. When the rage ends, the target takes 13 (3d8) necrotic damage and suffers one level of exhaustion. A creature with any levels of exhaustion automatically succeeds on this saving throw. \n'b'\n'b' ABOUT \n'b' The giant has bruised, purple skin and wart-like blood blisters that deform its features. It wears cowled robes, and its staff is ebony and mithral embedded with precious stones. \n'b' As powerful sorcerers and blood mages, heralds of blood are without peer. They enjoy enslaving ogres and giants whenever possible, though they make do with lesser slaves when they must. \n'b'  Dark Prophets . Their stirring speeches proclaim that the end times are fast approaching and that all must prepare for a bloody reckoning. Their charismatic preaching serves various elder earthly gods, who demand blood sacrifices, and dark druid orders devoted to hunting and murdering innocents. They have the power to grant strength, lust, and vitality\xe2\x80\x94or to wither those who cross them. \n'b'  Blood Magic Vortexes . Beneath their giant-like veneer, heralds of blood are swirling vortexes of blood, bone, and raw magical power. They feed on ley line magic and the black blood of the earth as much as on flesh and blood.'