SorvinaesenCreature 17
Source Pathfinder #185: A Taste of Ashes
Perception +32 (darkvision, lifesense (imprecise) 60 feet)
Languages Common, Jotun, Necril
Skills Athletics +30, Diplomacy +33, Intimidation +31, Religion +33, Stealth +28
Str +6, Dex +3, Con +6, Int +3, Wis +7, Cha +9
AC 39; Fort +29; Reflex +26; Will +32;
HP 390 (void healing)
Speed 30 feet
Immunities death effects
Guisarme
+31 (+26, +21) to hit (magical, reach 15, trip) 2d10+12 SlashingClaw
+30 (+26, +22) to hit (agile, reach 10, unarmed) 3d6+12 SlashingRock
+28 (+23, +18) to hit (brutal) 3d8+12 BludgeoningLifesense (Imprecise) 60 feet
Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.
Catch Rock
Requirements The monster must have a free hand but can Release anything it's holding as part of this reaction.
Trigger The monster is targeted with a thrown rock Strike or a rock would fall on the monster.
Effect The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock.
Void HealingA creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Font of Death
(divine, void)The tomb giant turns the spiritual tide on a creature that has just died, temporarily transforming it into a volatile vessel of void energy. The tomb giant touches a creature that died in the past 24 hours, infusing its flesh and bone with void energy. Once during the next hour, the tomb giant can spend a single action (from any distance) to release this void energy from the corpse in an explosion that deals 10d12 void damage energy in a 15-foot burst (DC 36 fortitude save); if not released before the end of the hour, the energy dissipates harmlessly. The tomb giant can't use Font of Death while a previous corpse remains infused.
Impart Doom (divine)A creature hit by Sorvinaesen's claw Strike, or one who critically fails a save from one of Sorvinaesen's spells, becomes Doomed 1.
Throw Rock
The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.
Visions of DeathSorvinaesen's Strikes deal an additional 2d10 mental damage to doomed creatures as visions of their impending deaths fill their minds.
Divine Spontaneous Spells (DC 38, +30 to hit)
Cantrips (9th Level): Chill Touch, Detect Magic, Divine Lance, Read Aura, Shield
1st Level (3 slots): Bane, Create Water, Fear
2nd Level (3 slots): Remove Paralysis, Restore Senses, See Invisibility
3rd Level (3 slots): Blindness, Heroism (2x), Vampiric Touch
4th Level (3 slots): Freedom of Movement, Read Omens, Remove Curse
5th Level (3 slots): Abyssal Plague, Shadow Blast, Tongues
6th Level (3 slots): Blade Barrier, Spirit Blast, Vampiric Exsanguination, Zealous Conviction
7th Level (3 slots): Divine Vessel, Eclipse Burst, Finger of Death
8th Level (3 slots): Divine Aura, Spiritual Epidemic
9th Level (2 slots): Overwhelming Presence
1st Level: Harm
3rd Level: Bind Undead
Rituals
Masters of mausoleums and keepers of crypts, the dread creatures called tomb giants are anathema to all living beings, but especially so to other types of giants. Long ago, so the legends say, tomb giants sold their souls in exchange for unfathomable necromantic powers. With whom they made this foul bargain remains a mystery-if the rumors hold any truth at all. Still, tomb giants' power over undeath remains undeniable, and nearly all of them embrace a fervent passion for necromancy.
Tomb giants construct massive gothic settlements in haunted valleys and on forsaken hillsides, far enough away from the societies of smaller people that they remain relatively undisturbed, but close enough that they can raid the graveyards of nearby villages with impunity.
Elder tomb giants-those who have animated countless hordes of humanoid zombies and skeletons and yearn for even greater challenges-enjoy the thrill of subduing, slaying, and reanimating their fellow giants. Taiga giants in particular are choice prey to an experienced tomb giant, as their larger cousins make formidable undead guardians and warriors.
A tomb giant views its mortal life as only one part of its existence. After death, most tomb giants are themselves reanimated as undead, who then continue to practice their necromantic arts.
Many kinds of giants lurk in the inhospitable corners of the world, making their homes in unlikely locales ranging from fetid sinkholes and ruined battlefields to mass graveyards and barren badlands.
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
GiantGiants are massive humanoid creatures.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.