b'Bloodwood Giant, Vine Caller \n'b'  Huge   giant ,  neutral evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  136 (13d12 + 52)  Speed  40 ft.\n'b' STATS STR: 20 (+5) DEX:  10 (+0)  CON:  19 (+4)  INT:  10 (+0)  WIS:  16 (+3)  CHA:  12 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +6  Senses  passive  Perception  16  Languages  Giant  Challenge  7 (1,800 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 14  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 14). The giant can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  barkskin  (self only), druidcraft, poison spray (at 5th level), spare the dying \n'b'  3/day each :  entangle  \n'b'  1/day each :  blight ,  detect poison and disease ,  faerie fire ,  find traps , pass without a trace \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The giant makes two blood spear attacks. \n'b'  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. \n'b'  Rock .  Ranged Weapon Attack : +8 to hit, range 60/240 ft., one target.  Hit : 21 (3d10 + 5) bludgeoning damage. \n'b'  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 . \n'b'\n'b' REACTIONS \n'b'\n'b'  Bloodvine Drinker . If the giant damages a target with a bloodvine attack, the giant regains 10 hit points. \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.'