b'Bloodwood Giant Chieftain \n'b'  Huge   giant ,  neutral evil  \n'b'  Armor Class  16 (natural armor)  Hit Points  207 (18d12 + 90)  Speed  40 ft.\n'b' STATS STR: 24 (+7) DEX:  10 (+0)  CON:  20 (+5)  INT:  12 (+1)  WIS:  12 (+1)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Con  +8,  Wis  +4  Skills   Perception  +7  Senses  passive  Perception  17  Languages  Giant  Challenge  8 (3,900 XP)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Bleeding Strikes . A creature that takes damage from the giant\xe2\x80\x99s blood spear  attack  must succeed at a DC 15  Constitution  saving throw or gain the bleeding condition (see Grim Hollow Campaign Guide). \n'b'  Forest Camouflage . The giant has advantage on  Dexterity  ( Stealth ) checks made to  hide  in forested terrain. \n'b'  Innate Spellcasting . The giant\xe2\x80\x99s spellcasting ability is  Wisdom  (spell save DC 12). The giant can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will : druidcraft \n'b'  1/day each :  detect poison and disease ,  find traps  \n'b'\n'b'  Steadfast . The giant can\xe2\x80\x99t be  frightened  while it can see an allied creature within 40 ft. of it Actions \n'b'  Multiattack . The giant makes two blood spear attacks. \n'b'  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. \n'b'  Rock .  Ranged Weapon Attack : +10 to hit, range 60/240 ft., one target.  Hit : 23 (3d10 + 7) bludgeoning damage. \n'b'\n'b' ABOUT \n'b'\n'b'  DC 10  Wisdom  ( Survival ) : Bloodwood giants are experts at hiding in their woodland homes. \n'b'  DC 15  Intelligence  ( Nature ) : The blood spears used by these giants cut cruel wounds that can resist healing magic. \n'b'  DC 20  Intelligence  ( Arcana ) : The tribe\xe2\x80\x99s vine callers are shamans who make pacts with ancient forest spirits to summon blood-drinking vines that rejuvenate the caster.'