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
Steadfast. The giant can’t be frightened while it can see an allied creature within 40 ft. of it
Multiattack. The giant makes two blood spear attacks.
Blood Spear. Melee or Ranged Weapon Attack: +10 to hit, reach 15 ft. or range 60/240 ft., one target. Hit: 23 (3d10 + 7) piercing damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage
Description
Bloodwood Giants “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
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