Bloodwood Giant, Vine Caller

Huge giant, neutral evil

Armor Class 15 (natural armor)
Hit Points 136 (13d12 + 52)
Speed 40 ft.

20 (+5) 10 (+0) 19 (+4) 10 (+0) 16 (+3) 12 (+1)

Skills Perception +6
Senses passive Perception 16
Languages Giant
Challenge 7 (1,800 XP)
Proficiency Bonus +3


  • 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). The giant can innately cast the following spells, requiring no material components:


  • 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.
  • 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.


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


  • 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

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