🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Tomb GiantCreature 12


LargeGiantHumanoid
Source Pathfinder Monster Core 2
Perception +25 (darkvision, lifesense (imprecise) 60 feet)
Languages Common, Jotun, Necril
Skills Athletics +25, Medicine +25, Occultism +23, Religion +25, Stealth +21
Str +7, Dex +3, Con +6, Int +3, Wis +7, Cha +4

AC 32; Fort +22; Reflex +19; Will +25;
HP 255 (void healing)
Speed 30 feet
Immunities death effects

Scythe One Action +27 (+22, +17) to hit (deadly d10, magical, reach 10, trip) 2d10+13 Slashing
Claw One Action +26 (+22, +18) to hit (agile, reach 10, unarmed) 3d6+13 Slashing
Rock One Action +24 (+19, +14) to hit (brutal) 3d8+13 Bludgeoning

Lifesense (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.

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.

Dooming Touch (divine, void)

The tomb giant's claws carry the accursed power of their foul gods. A creature hit by the tomb giant's claw Strike becomes Doomed 1.

Font of Death Three Actions (concentrate, unholy, void)

The tomb giant turns the spiritual tide on a creature that has just died, temporarily transforming it into a volatile vessel powered by the Void. The tomb giant touches a creature that died within 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 from the corpse in an explosion that deals 10d8 void damage in a 15-foot burst (DC 32 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.


Divine Innate Spells (DC 32, +0 to hit)

1st Level: Harm
3rd Level: Bind Undead


Rituals

Create Undead


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 power over the undead. 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 enjoy the thrill of subduing, slaying, and reanimating their fellow giants. A tomb giant views its mortal life as only one part of its existence. After death, most tomb giants are reanimated as undead, who then continue to practice their necromantic arts.


Spread across the world, giants are as diverse as the isolated places they inhabit. A giant makes a big impression on the local environment, especially on smaller and weaker creatures.


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.