At the start of each turn The Blood Giant recovers 10 hp if they are below their hit point maximum. If the Blood Giant is blooded, it recovers 20 hp at the start of their turn.
Multiattack. The giant makes two Greatsword attacks.
Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.
Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.
Blood Pull. The Blood Giant attempts to magically boil the blood of its enemies. Each creature the Blood Giant chooses within a 10ft range makes an DC 18 Con save. On a failure the creature takes 4d6 acid damage, and the Blood Giant heals for half the damage.
Blood Splatter. If the Blood Giant is hit with an attack, they can use their reaction to splatter blood from hits wounds at an enemy within 10ft. The enemy makes DC18 Constitution saving throw . On failure, they take half the damage (acid damage) of the attack that triggered Blood Splatter. On Success The Blood Giant heals half of the damage of the attack that triggered Blood Splatter, as the blood did not cover the enemy and the Blood Giant pulls its blood back into its body.
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