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Tenebric GiantCreature 17


RareLargeEvilShadowUndeadUnholy
Source Pathfinder #185: A Taste of Ashes
Perception +31 (darkvision, lifesense (precise) 80 feet)
Languages Common, Jotun, Necril, Telepathy (with Its Creator Only) 100 Feet
Skills Athletics +33, Intimidation +30, Religion +30, Stealth +29
Str +9, Dex +4, Con +9, Int +4, Wis +7, Cha +5

AC 39; Fort +32; Reflex +27; Will +30;
HP 360 (void healing)
Speed 25 feet
Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious
Weaknesses Vitality 15

Scythe One Action +34 (+29, +24) to hit (deadly 2d10, magical, reach 15, trip) 3d10+17 Slashing
Claw One Action +32 (+28, +24) to hit (agile, reach 15, unarmed) 3d6+17 Slashing
Rock One Action +32 (+27, +22) to hit (brutal) 3d6+17 Bludgeoning

Lifesense 80 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.

Attack of Opportunity 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.

Catch Rock Reaction

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 Healing

A 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.

Cloying Shadows (occult, shadow)

The tenebric giant's attacks leave behind a residue of energy from the Shadow Plane. A creature hit by the tenebric giant's melee Strike takes an additional 1d8 persistent void damage and must attempt a DC 36 reflex save.


Critical Success The creature is unaffected.

Success The creature is Blinded until its next turn begins.

Failure The creature is blinded for 1 minute.

Critical Failure The creature is permanently blinded.

Tenebric Stride Two Actions (illusion, occult, shadow)

The tenebric giant can move quickly in shadowy conditions. The tenebric giant Strides twice and makes a scythe Strike at any point during this movement against a target that is in darkness or dim light. This movement doesn't provoke reactions.

Throw Rock One Action

The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.


Necromancers reaching for the greatest heights of experimentation know that creating a new terror requires exacting, careful work at every stage of the process. In the case of the tenebric giant, this process begins with a tomb giant who dies after consuming a dose of several poisons combined with the shadow ash reagent. This creates the right circumstances for a necromancer to raise them as a tenebric giant. They're particularly obedient to the will of the necromancer who created them and are charged full of energy from the Shadow Plane, which grants them new powers and abilities.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Shadow

This magic involves shadows or the energy of the Netherworld.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.