Tenebric Giant

Level 17
Creature· evilRareLargeLegacy
AC
39
HP
360
Speed
25 ft.
Perception
+31
Fort
+32
Ref
+27
Will
+30
Immunities bleed, death-effects, disease, mental, paralyzed, poison, unconscious
Weaknesses vitality 15
Languages common, jotun, necril
Senses darkvision, lifesense 80 ft.
Skills athletics +33, intimidation +30, religion +30, stealth +29
Recall Knowledge DC 41 (religion)

Attacks

Melee Scythe +34 (deadly-2d10, magical, reach 15 ft., trip), Damage 3d10+17 slashing
Melee Claw +32 (agile, reach 15 ft., unarmed), Damage 3d6+17 slashing
Melee Rock +32 (brutal), Damage 3d6+17 bludgeoning

Abilities

Lifesense 80 feetinteraction
Attack of Opportunity
Catch Rock
Void Healing
Cloying Shadows

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◆◆

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

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.