Bloodwood Giant Chieftain

Huge giant, neutral evil

Armor Class 16 (natural armor)
Hit Points 207 (18d12 + 90)
Speed 40 ft.

24 (+7) 10 (+0) 20 (+5) 12 (+1) 12 (+1) 15 (+2)

Saving Throws Con +8, Wis +4
Skills Perception +7
Senses passive Perception 17
Languages Giant
Challenge 8 (3,900 XP)
Proficiency Bonus +3


  • Bleeding Strikes. A creature that takes damage from the giant’s blood spear attack must succeed at a DC 15 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 12). The giant can innately cast the following spells, requiring no material components:
  • Steadfast. The giant can’t be frightened while it can see an allied creature within 40 ft. of it Actions
  • 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.


  • 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.
Section 15: Copyright Notice

Grim Hollow: The Monster Grimoire © 2021, Ghostfire Gaming Pty Ltd. Author: Shawn Merwin

This is not the complete section 15 entry - see the full license for this page