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Shadow GiantCreature 13


LargeGiantHumanoidShadow
Source Pathfinder Monster Core
Perception +20 (darkvision)
Languages Common, Jotun, Shadowtongue
Skills Athletics +27, Intimidation +24, Stealth +21
Str +8, Dex +2, Con +5, Int +0, Wis +1, Cha +3

AC 33; Fort +25; Reflex +20; Will +23;
HP 275
Speed 35 feet

Spiked Chain One Action +27 (+22, +17) to hit (disarm, reach 10, trip) 3d8+18 Slashing
Fist One Action +26 (+22, +18) to hit (agile, nonlethal, reach 10, unarmed) 3d8+18 Bludgeoning

Reactive Strike Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Pall of Shadow (divine, shadow)

When a shadow giant hits with a melee attack, the target must succeed at a DC 30 fortitude save or become Drained 1 and take a –1 status penalty to Perception checks involving sight as long as they remain drained. On a critical failure, this condition doesn't heal naturally and can be removed only with magic.

Shadow Chain Two Actions (divine, shadow, teleportation)

Shadows extend the giant's chain as they make a spiked chain Strike, increasing their reach to 60 feet for that Strike. If this hits, the target must succeed at a DC 33 will save or be teleported to an empty space within the shadow giant's normal reach.

Shadowcloak One Action (divine, shadow)

The shadow giant gains the effect of the Blur spell for 1 minute or until it is exposed to direct sunlight, whichever comes first.


Shadow giants are natives of the Netherworld, where they have dwelled in perpetual twilight for millennia. They live in familiar groups and uphold a nomadic way of life as they roam across ancestral lands between shadowy forests and misty chasms. These hunter-gatherers pass down lore through oral histories, conduct pilgrimages to unholy ziggurats of black stone, and bathe in the blood of their long-standing foes, including rival shadow giant clans and fiends of the Netherworld intent on enslaving their kind.

Standing 15 feet tall, with gray skin and hair only a shade lighter, shadow giants are fearsome foes with a well-earned reputation as zealous warmongers and ruthless combatants. They rarely interact with outsiders, though they may treat with proven warriors who show the giants the respect and deference they feel they deserve.


Giants are massive humanoid creatures who live in remote regions throughout the world. They vary widely but are united in their hunger, requiring sustenance of their own element along with the feasts one would expect from such a massive humanoid. Although a simple matter for some giants, more esoteric types find this need a harsh reality. While a massive fistful of ice or snow alongside their meal will satisfy a frost giant, shadow giants hunger for the coagulated shadows of the Netherworld.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Giant

Giants are massive humanoid creatures.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Shadow

This magic involves shadows or the energy of the Netherworld.