Tenebric Giant

Level 17
Creature· evilRareLargeLegacy
AC 39
HP 360 (void healing)
Speed 25 ft.
Fort +32
Ref +27
Will +30
Perc +31
Size Large
Rare
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 religion DC 41

Attacks

Melee Scythe +34/+29/+24(deadly-2d10, magical, reach 15 ft., trip)
Damage: 3d10+17 slashing
Effect: cloying shadows
Melee Claw +32/+28/+24(agile, reach 15 ft., unarmed)
Damage: 3d6+17 slashing
Effect: cloying shadows
Ranged Rock +32/+27/+22 (range 120 ft.)(brutal)
Damage: 3d6+17 bludgeoning
Effect: cloying shadows

Abilities

Lifesense 80 feetinteraction

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 Opportunitydefensive

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 Rockdefensive

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 Healingdefensive

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 Shadowsoffensive(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◆◆offensive(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 Rockoffensive

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

Description

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.