Large Giant, Typically Neutral Evil
AC 13 natural    Initiative +0 (10)
HP 76 (8d10 + 32)
Speed
Mod Save
STR 18 +4 +4
DEX 10 +0 +0
CON 18 +4 +4
Mod Save
INT 10 +0 +0
WIS 12 +1 +1
CHA 9 −1 −1
Resistances Necrotic
Immunities Frightened
Senses Passive Perception 13
Languages None
CR 4 (XP 1,100; PB +2)
Traits

Last Blood:The giant after being killed can revive if its touching blood

Actions

Multi Attack:does w attacks with its dagger

Dagger:+7 to hit 2d4+4 piercing dmg and 2d6 necrotic dmg

Bonus Actions

Move blood can teleport to any unoccupied bloody space

Reactions

once per attacker if attacked can force wisdom saving throw DC15 if failed attacker takes half of dealt dmg as psychic

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

large monster fueled by blood and rage often summoned to protect their master 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

skowronskij8

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