“Anakim: Towering Giants of Forgotten Glory”
Towering remnants of an ancient giant race, the Anakim stride the world as living legends of terror and awe—colossal beings whose very shadows whisper of forgotten gods and wars beyond mortal reckoning.

Anakim are colossal giants of myth and legend, towering 15–20 feet tall and embodying raw strength, ancestral pride, and ancient terror. Descended from a long-vanished dominion, they haunt mountain fortresses and ruined cities, wielding weapons the size of siege engines and guarding forgotten secrets. Revered and feared in equal measure, Anakim are driven by the memory of their lost glory—seeking recognition, vengeance, and the preservation of their fading legacy.
Appearance
The Anakim are colossal humanoids, standing 15 to 20 feet tall, with bodies built like living fortresses. Their skin is weathered like stone, etched with scars and ritual tattoos, while jagged bone ridges mark their foreheads and shoulders. Their eyes burn with a metallic gleam—gold, bronze, or iron—hinting at an ancient and unyielding lineage. Anakim wield weapons so massive they resemble siege engines, and their presence radiates both majesty and dread.
Behaviour
Anakim carry themselves with grim dignity, slow to act but terrible in their wrath. They view most mortals as insects—beneath notice unless they intrude or show defiance. Once angered, their fury is swift and absolute, though on rare occasions they may grant audience to those bold enough to stand before them without fear.
Habitat
These giants dwell in high mountain fortresses, desolate plateaus, and the crumbling ruins of empires long fallen. They claim vast, sparsely populated territories where their presence dominates the landscape. Travelers whisper of echoing footfalls in abandoned citadels and colossal shadows passing over ridgelines at dusk.
Modus Operandi
In battle, Anakim fight with overwhelming force. They hurl boulders the size of wagons, level armies with sweeping blows of tree-sized weapons, and use their towering stature to break enemy morale before combat even begins. Though they rarely employ cunning stratagems, they are far from mindless—preferring direct tests of strength and ritual duels against worthy challengers over mere slaughter.
Motivation
Anakim are driven by ancestral pride and the fading memory of their lost dominion. They seek to preserve their legacy, demand recognition of their might, and exact vengeance on those who trespass in their lands. Some see themselves as guardians of ancient knowledge or sacred places; others as conquerors destined to reclaim what the ages have stolen.
Anakim 5e 2024
Anakim, Pathfinder
Anakim 3.5
Anakim

Huge humanoid (giant), chaotic neutral
Armor Class 19 (natural armor)
Hit Points 310 (23d12 + 161)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
28 (+9) | 12 (+1) | 25 (+7) | 14 (+2) | 16 (+3) | 18 (+4) |
Saving Throws Str +16, Con +14, Wis +10
Skills Perception +10, Intimidation +11, Athletics +16
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 20
Languages Giant, Common
Challenge 22 (41,000 XP)
Size/Space: Huge (15 × 15 ft)
Innate Abilities
Titanic Presence. Any creature of the Anakim’s choice that starts its turn within 30 ft. must succeed on a DC 18 Wisdom saving throw or be frightened until the start of its next turn.
Legendary Resistance (3/Day). If the Anakim fails a saving throw, it can choose to succeed instead.
Siege Monster. The Anakim deals double damage to objects and structures.
Spellcasting
The Anakim is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks).
- Cantrips (at will): thaumaturgy, guidance
- 1st–2nd level (4 slots): shield, wrathful smite, mirror image
- 3rd level (3 slots): counterspell, lightning bolt
- 4th level (3 slots): greater invisibility, stoneskin
- 5th level (3 slots): wall of stone, hold monster
- 6th level (1 slot): disintegrate
Actions
Multiattack. The Anakim makes three attacks: two with its colossal greataxe and one with its fists.
Colossal Greataxe. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 9) slashing damage.
Fist Slam. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 9) bludgeoning damage.
Boulder Toss (Recharge 5–6). The Anakim hurls a boulder up to 60 ft. in a straight line. Each creature in a 20-foot radius must make a DC 22 Dexterity saving throw, taking 45 (10d8) bludgeoning damage on a failed save, or half as much on a success.
Reactions
Unstoppable Parry. When hit by a melee attack, the Anakim can add +5 to AC against that attack.
Legendary Actions
The Anakim can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn.
- Move. The Anakim moves up to its speed without provoking opportunity attacks.
- Terrifying Roar (Costs 2 Actions). All creatures of its choice within 30 ft. must succeed on a DC 18 Wisdom saving throw or be frightened until the end of their next turn.
- Crushing Blow (Costs 3 Actions). Makes one Colossal Greataxe attack.
Tactics
Anakim dominate open terrain, using boulders to disrupt enemy formations before closing for devastating melee attacks. Their Titanic Presence frightens weaker foes, controlling the battlefield. Against spellcasters, they employ Stoneskin and Greater Invisibility to reposition, then strike decisively. They target high-value enemies first but are willing to engage directly in ritualized combat if challenged by a worthy opponent.
Anakim

The Anakim are towering remnants of a lost giant race, striding across desolate plateaus and ruined fortresses. Legends tell of their prodigious strength, colossal weapons, and an aura of awe and terror that can send lesser creatures fleeing or trembling in their presence. Few mortals live to challenge an Anakim and recount the encounter.
Anakim
Huge humanoid (giant)
CR 18
XP 153,600
CE Huge humanoid (giant)
Init +1; Senses darkvision 120 ft.; Perception +20
DEFENSE
AC 32, touch 9, flat-footed 31 (+1 Dex, +23 natural, –2 size)
HP 310 (23d10+161)
Fort +19, Ref +8, Will +13
DR 10/magic; Immune poison, psychic; Resist bludgeoning, piercing, and slashing from nonmagical attacks
Defensive Abilities Legendary Resistance 3/day, Titanic Presence
OFFENSE
Speed 40 ft.
Melee colossal greataxe +28/+23/+18 (4d12+14/×3) or fist slam +28 (4d8+14)
Ranged boulder throw +24 (10d8+9)
Space/Reach 15 ft./10 ft. (colossal greataxe 15 ft.)
Special Attacks
- Boulder Toss (Su) – Recharge 5–6. Throws a massive boulder up to 60 ft. in a straight line. Each creature in a 20-ft. radius must succeed on a DC 32 Reflex save or take 45 (10d8) bludgeoning damage, half on a success.
- Titanic Presence (Su) – Any creature of the Anakim’s choice that starts its turn within 30 ft. must succeed on a DC 32 Will save or be frightened for 1 round.
Spell-Like Abilities (CL 9th; concentration +9)
- At will—guidance, thaumaturgy
- 1/day—shield, mirror image, wrathful smite
- 3/day—lightning bolt (3rd), counterspell (3rd)
- 2/day—stoneskin (4th), greater invisibility (4th)
- 1/day—hold monster (5th), wall of stone (5th), disintegrate (6th)
STATISTICS
Str 34, Dex 12, Con 30, Int 14, Wis 16, Cha 18
Base Attack +23; CMB +38; CMD 51 (cannot be tripped)
Feats Cleave, Power Attack, Improved Sunder, Greater Sunder, Weapon Focus (greataxe), Improved Bull Rush, Combat Reflexes
Skills Perception +20, Intimidate +27, Athletics +38
Languages Giant, Common
SPECIAL ABILITIES
Legendary Resistance (Ex): 3/day, the Anakim can choose to succeed on a failed saving throw.
Siege Monster (Ex): Deals double damage to objects and structures.
Unstoppable Parry (Ex): Can add +5 to AC against one melee attack per round.
TACTICS
Before Combat: Anakim prefer elevated terrain or ruined fortresses to maximize reach and line-of-sight for boulder tosses. They often scout high ground to strike fear into approaching enemies.
During Combat: Uses Titanic Presence to frighten weaker foes. Begins with boulder tosses to scatter formations, then closes to melee with colossal greataxe and fist. Employs stoneskin or invisibility to avoid spellcasters and high-damage foes. Focuses on high-value targets first, using Legendary Resistance to shrug off debilitating effects.
Morale: Anakim fight for ancestral pride and survival. They rarely flee unless magically dominated or overwhelmingly outnumbered.
ECOLOGY
Environment: High mountain fortresses, ancient ruins, desolate plateaus
Organization: Solitary or in small family clans (2–4)
Treasure: Standard for CR 18; typically ancient weapons, relics, or massive-scale artifacts
Description:
Anakim are the last living heirs of a lost giant race, enormous beyond ordinary giants, wielding weapons that could fell trees with a single blow. Their presence inspires awe and fear alike, and they are known as both guardians of ancient ruins and challengers to all who would claim their lands.
Anakim

Huge humanoid (giant), chaotic neutral
Hit Dice: 23d8+161 (310 hp)
Initiative: +1
Speed: 40 ft.
AC: 32, touch 9, flat-footed 31 (+1 Dex, +23 natural, –2 size)
Base Attack/Grapple: +23/+38
Attack: Colossal greataxe +28/+23/+18 (4d12+14/×3) or fist slam +28 (4d8+14)
Full Attack: 2 attacks with colossal greataxe +28/+23/+18 (4d12+14/×3) and fist slam +28 (4d8+14)
Space/Reach: 15 ft./10 ft. (greataxe 15 ft.)
Special Attacks: Boulder Toss, Titanic Presence
Special Qualities: Legendary Resistance 3/day, Siege Monster, Unstoppable Parry, DR 10/magic; Immune poison and psychic; Resist bludgeoning, piercing, slashing from nonmagical attacks
Saves: Fort +19, Ref +8, Will +13
Abilities: Str 34, Dex 12, Con 30, Int 14, Wis 16, Cha 18
Skills: Perception +20, Intimidate +27, Climb +38, Swim +38, Jump +38
Feats: Cleave, Power Attack, Improved Sunder, Greater Sunder, Weapon Focus (greataxe), Improved Bull Rush, Combat Reflexes
Environment: Mountainous ruins and plateaus
Organization: Solitary or small clans (2–4)
Challenge Rating: 22
Spell-Like Abilities (CL 9th; concentration +9)
- At will: guidance, thaumaturgy
- 1/day: shield, mirror image, wrathful smite
- 3/day: lightning bolt (3rd), counterspell (3rd)
- 2/day: stoneskin (4th), greater invisibility (4th)
- 1/day: hold monster (5th), wall of stone (5th), disintegrate (6th)
Special Attacks
Boulder Toss (Su): Recharge 5–6. Throws a massive boulder up to 60 ft. in a straight line. Each creature in a 20-ft. radius must succeed on a DC 32 Reflex save or take 45 (10d8) bludgeoning damage, half on a success.
Titanic Presence (Su): Any creature of the Anakim’s choice that starts its turn within 30 ft. must succeed on a DC 32 Will save or be frightened for 1 round.
Special Qualities
Legendary Resistance (Ex): 3/day, the Anakim can choose to succeed on a failed saving throw.
Siege Monster (Ex): Deals double damage to objects and structures.
Unstoppable Parry (Ex): Add +5 to AC against one melee attack per round.
Damage Reduction: DR 10/magic; resists nonmagical weapons.
Immunities: Poison, psychic effects.
Combat Tactics
Before Combat: Anakim favors elevated terrain or ruined fortresses to maximize reach and battlefield control. Often hurls boulders first to scatter formations.
During Combat: Uses Titanic Presence to intimidate foes. Begins combat with boulder tosses, then closes to melee with colossal greataxe and fists. Employs spell-like abilities such as stoneskin or greater invisibility against spellcasters or heavily armed opponents. Focuses attacks on the highest-value threats.
Morale: Anakim fight with ancestral pride and rarely retreat unless magically controlled or overwhelmingly outnumbered.
Description
The Anakim are towering remnants of a forgotten giant race. Standing 15–20 feet tall, they wield weapons the size of siege engines, and their presence alone can shake the ground and inspire terror. Known as guardians of ancient ruins, they combine prodigious strength, strategic intelligence, and mystical abilities. Their eyes gleam with metallic gold, and tribal markings or body paint hint at centuries of ritual and lineage. Legends tell of Anakim crushing armies with boulders, testing worthy challengers in ritual combat, and vanishing into desolate plateaus, leaving only tales of their immense power.