Huge Giant, Neutral Evil
Armor Class 14 (natural armor)
Hit Points 115 (11d12 + 44)
Speed 40 ft.
STR
20 (+5)
DEX
10 (+0)
CON
19 (+4)
INT
8 (-1)
WIS
10 (+0)
CHA
8 (-1)
Skills Perception +3
Senses Passive Perception 13
Languages Giant
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Bleeding Strikes. A creature that takes damage from the giant’s blood spear attack must succeed at a DC 14 Constitution saving throw or gain the bleeding condition (see Grim Hollow Campaign Guide).

Forest Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in forested terrain.

Innate Spellcasting. The giant’s spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The giant can innately cast the following spells, requiring no material components:

At will: druidcraft

1/day each: detect poison and disease, find traps

Actions

Multiattack. The giant makes two blood spear attacks.

Blood Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 15 ft. or range 60/240 ft., one target. Hit: 21 (3d10 + 5) piercing damage.

Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.

Description

“There was little we could do. Even Miklas’s healing light couldn’t staunch the blood welling from the wound torn by the giant’s spear.”

Masters of Forest Depths. Tainted by evil, these giants guard well their dark forested homes. Their dark mottled skin blends easily into the dappled light of shadowy woods.

Vicious Hunters. The giants live in small clans, usually led by their strongest warrior. They wield great spears roughly carved from bloodwood trees that tear ragged wounds which even skilled healers have trouble mending.

Ancient Bargains. These giants pay reverence to dark, long-forgotten spirits. Their shamans the vine callers, make blood-filled promises to ancient entities, hoping to reclaim lands they believe were stolen from them.

Cunning Giants. Though not as strong as their giant cousins, bloodwood giants are far more cunning. Experts at woodcraft, they can evade all but the most skilled trackers in their woodland homes.

Vine Caller. Vine callers use ancient magic to conjure dark vines from the earth, stealing vitality from their victims. Though they rarely lead clans, no giant dares dispute their words for fear of the dark magic at their disposal.

Chieftan. Most chieftains earn the grudging respect of their tribe by being their greatest hunter. Vine callers often tutor promising youth they foresee becoming clan leaders.

Habitat: Forest

SadHorizon

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