Huge Giant, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 136 (13d12 + 52)
Speed 40 ft.
STR
20 (+5)
DEX
10 (+0)
CON
19 (+4)
INT
10 (+0)
WIS
16 (+3)
CHA
12 (+1)
Skills Perception +6
Senses Passive Perception 16
Languages Giant
Challenge 7 (2,900 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 14, +3 to hit with spell attacks).
The giant can innately cast the following spells, requiring
no material components:
At will: barkskin (self only), druidcraft, poison spray
(at 5th level), spare the dying
3/day each:
entangle
1/day each: blight, detect poison and disease, faerie fire,
find traps, pass without a trace

Actions

Multiattack. The giant makes two blood spear attacks.

Blood Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 15 ft or range 60/240ft., 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.

Bloodvine. Ranged Spell Attack: +6 to hit, range 60 ft.,
up to three targets. Hit: 16 (2d12 + 3) piercing damage,
and the creature is poisoned for 1 minute. The target
can make a DC 14 Constitution saving throw at the
end of each of its turns. On a success, the target is no
longer poisoned.

Reactions

Bloodvine Drinker. If the giant damages a target with
a bloodvine attack, the giant regains 10 hit points.

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.


The massive bloodwood spears used by these giants
are too large to be effectively wielded by Medium or
smaller creatures.
However, individuals proficient in carpenter’s tools
who succeed on a DC 12 Dexterity (Nature) check can
reduce the size of the giant’s spear to the equivalent of
a pike (1d10 piercing damage) and which inflicts the
bleeding condition if targets fail a DC 12 Constitution
saving throw (see Grim Hollow Campaign Guide)

DC 10 Wisdom (Survival): Bloodwood giants are
experts at hiding in their woodland homes.
DC 15 Intelligence (Nature): The blood spears used by
these giants cut cruel wounds that can resist healing magic.
DC 20 Intelligence (Arcana): The tribe’s vine callers
are shamans who make pacts with ancient forest spirits to
summon blood-drinking vines that rejuvenate the caster.

Habitat: ForestGrasslandHillMountain

Ionicle99

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