Shadow Giant
“Discover the Terrifying Power of the Shadow Giant: The Ultimate Dark Warrior from Another Realm!”
A shadow giant stands an imposing 15 feet tall, its skin a dusky gray that seems to drink in the surrounding light. Long, silvery hair cascades down its back, matching the glint of its finely crafted, dark-hued armor. The giant’s eyes are deep pools of darkness, exuding an eerie, otherworldly glow. Its armor, forged from unknown metals of the Shadow Plane, is adorned with intricate runes that shimmer faintly in dim light. The giant wields a spiked chain, masterfully crafted, with a malevolent energy coursing through its links.
Behavior
Shadow giants are stoic and taciturn, preferring the company of their own kind or complete solitude. They are highly disciplined, both in combat and in their daily routines, adhering to strict codes of conduct. When not engaged in battle, they spend their time in silent meditation or in the performance of dark rituals. They speak little, and when they do, their voices are deep and resonant, carrying an air of authority and menace.
Habitat
Originating from the Shadow Plane, shadow giants thrive in environments suffused with darkness and shadow. On the Material Plane, they seek out desolate, shadowy landscapes—abandoned ruins, deep forests at twilight, or secluded mountain valleys shrouded in perpetual gloom. Their lairs are fortified with dark basalt, forming imposing structures reminiscent of ancient temples or fortresses, often atop high cliffs or deep within cavernous depths.
Modus Operandi
In battle, shadow giants are relentless and strategic, using their surroundings to their advantage. They strike from the shadows, using their natural abilities to blend into the darkness and ambush their foes. Their preferred weapon, the spiked chain, allows them to attack from a distance, ensnaring and draining the life force of their enemies. They employ their shadow cloak ability to become nearly invisible, confusing and terrifying their opponents. When engaging in direct combat, they exhibit formidable strength and precision, making use of their size and power to dominate the battlefield.
Motivation
Shadow giants are driven by a deep-seated sense of duty and a desire to serve higher powers from the Shadow Plane. They often act as enforcers or elite soldiers for powerful clerics or deities, carrying out missions that require their unique blend of strength, stealth, and ruthlessness. Beyond their servitude, they are motivated by their dark religious practices, seeking to appease their gods through rituals of blood and sacrifice. They aim to expand their influence on the Material Plane, bringing the oppressive darkness of the Shadow Plane into new realms, and to protect their kin from any threats that may arise.
Shadow Giant 5e
Shadow Giant Pathfinder
Shadow Giant
Large Giant (Extraplanar), Lawful Evil
Armor Class 18 (natural armor) Hit Points 247 (21d10 + 126) Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
24 (+7) | 14 (+2) | 22 (+6) | 10 (+0) | 18 (+4) | 16 (+3) |
Saving Throws Str +12, Con +11, Wis +9 Skills Athletics +12, Perception +9, Stealth +7 Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Senses Darkvision 120 ft., Passive Perception 19 Languages Common, Giant Challenge 13 (10,000 XP)
Shadow Stealth. While in dim light or darkness, the shadow giant can take the Hide action as a bonus action.
Sunlight Sensitivity. While in sunlight, the shadow giant has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Innate Spellcasting. The shadow giant’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
- At will: Darkness, Detect Magic
- 3/day each: Blur, Misty Step
- 1/day each: Plane Shift (Self Only), Shadow of Moil
Actions
Multiattack. The shadow giant makes two melee attacks.
Spiked Chain. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) piercing damage plus 7 (2d6) necrotic damage. The target must succeed on a DC 18 Constitution saving throw or be drained of one level, as per the Energy Drain feature.
Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.
Energy Drain (Su). Once per round, the shadow giant can inflict energy drain on its first successful melee attack (with its slam attack or any melee weapon it wields). The target must succeed on a DC 18 Constitution saving throw or lose one level. For each level lost, the target’s hit point maximum is reduced by 10 (3d6). This reduction lasts until the target finishes a long rest after regaining the lost level(s) through Greater Restoration or similar magic.
Shadow Cloak (Sp). As a move action, in any illumination other than direct sunlight, the shadow giant can cloak itself in moving shadows, gaining the benefits of the Blur spell for 1d6+6 rounds (CL 13th for the purposes of Dispel Magic and similar effects). It can use this ability three times per day.
Reactions
Rock Catching. If a rock or similar object is hurled at the shadow giant, it can, with a successful DC 15 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.
Tactics
- Ambush and Strike: The shadow giant prefers to strike from the shadows, utilizing its Shadow Stealth to hide and launch surprise attacks.
- Shadow Cloak Activation: Before engaging in direct combat, it often activates Shadow Cloak to make itself harder to hit, increasing its survivability.
- Energy Drain: The giant targets key opponents with its energy-draining attacks, weakening powerful foes quickly.
- Mobility: With Misty Step and a high movement speed, the shadow giant stays mobile, avoiding becoming surrounded and picking off enemies strategically.
- Rock Throwing: At range, it uses its great strength to hurl massive rocks at distant targets, softening them up before closing in for melee combat.
Lair and Environment
Shadow giants are often found in dark, desolate landscapes, such as abandoned ruins, deep forests at twilight, or secluded mountain valleys shrouded in perpetual gloom. Their lairs are fortresses of dark basalt, with traps and shadowy corners designed to conceal their presence until the perfect moment to strike.
This giant’s skin is a dusky gray, and her long hair matches the silvery hue of her armor.
Shadow Giant CR 13
XP 25,600
LE Large humanoid (extraplanar, giant)
Init +2; Senses darkvision 120 ft., low-light vision; Perception +19
DEFENSE
AC 28, touch 11, flat-footed 26 (+7 armor, +2 Dex, +10 natural, –1 size)
hp 199 (19d8+114)
Fort +17, Ref +8, Will +14
Defensive Abilities rock catching, shadow cloak
OFFENSE
Speed 30 ft. (40 ft. without armor)
Melee mwk spiked chain +26/+21/+16 (2d6+18/19–20 plus energy drain) or 2 slams +25 (1d8+12 plus energy drain)
Ranged rock +16 (1d8+12/19–20 plus energy drain)
Space 10 ft.; Reach 10 ft.
Special Attacks energy drain (1 level, DC 21), rock throwing (180 ft.)
STATISTICS
Str 34, Dex 15, Con 22, Int 10, Wis 22, Cha 15
Base Atk +14; CMB +27 (+31 bull rush); CMD 39 (41 vs. bull rush)
Feats Combat Reflexes, Deadly Aim, Greater Bull Rush, Improved Bull Rush, Improved Critical (rock, spiked chain), Improved Iron Will, Iron Will, Power Attack, Vital Strike
Skills Climb +21, Intimidate +15, Perception +19 (+23 in dim light), Spellcraft +0 (+8 in dim light), Stealth +4; Racial Modifiers +4 Perception in dim light, +8 Spellcraft in dim light
Languages Common, Giant
SQ militant
SPECIAL ABILITIES
Energy Drain (Su)
A shadow giant inflicts its energy drain attack no more than once per round via its first successful melee attack (with its slam attack or with any melee weapon it wields) or via a thrown rock.
Militant (Ex)
A shadow giant is proficient with all simple weapons, all martial weapons, and one exotic weapon of its choice. Most shadow giants choose proficiency with the spiked chain.
Shadow Cloak (Sp)
Because of the shadow giant’s connection with the Shadow Plane, as a move action in any illumination other than direct sunlight, a shadow giant can cloak itself in moving shadows, gaining the benefits of blur for 1d6+6 rounds (CL 13th for the purposes of dispel magic and similar effects). It can use this ability three times per day.
ECOLOGY
Environment any land (Shadow Plane)
Organization solitary, gang (2–5), family (6–13, 1 cleric or witch of 5th–8th level, and 1 fighter or barbarian chief of 7th–10th level), or company (14–33 plus 1 fighter or barbarian chief of 7th–10th level)
Treasure standard (+1 breastplate, mwk spiked chain, other treasure)
Though their kind originated on the Shadow Plane, shadow giants often relocate to the Material Plane, typically at the behest of a powerful cleric or other representative of a deity from the Shadow Plane. In such conditions, shadow giants often serve as companies of elite shock troops and are kept secret, operating only when they are expected to leave no survivors to tell the tale.
Most shadow giants are especially taciturn and keep to themselves when not serving a higher cause. They keep their own counsel and practice their own sinister religion, with bloody rituals of autosacrifice, mutilation, and much worse presided over by their priests on top of short step pyramids constructed of dark basalt blocks. On the Shadow Plane, families of shadow giants have been known to join together to form greater tribes, especially when times of war are at hand or when they are facing some other threat. The sight of such an army arrayed upon the field of battle is usually enough to make any enemy sue for peace with desperate offers of gold and prisoners for sacrifice.
The typical shadow giant stands 15 feet tall and weighs 2,400 pounds. Most shadow giants have dusky gray skin and pale gray hair.
Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 6 © 2017, Paizo Inc.; Authors: Robert Brookes, Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, Crystal Frasier, James Jacobs, Thurston Hillman, Tim Hitchcock, Brandon Hodge, Jason Keeley, Isabelle Lee, Jason Nelson, Tim Nightengale, F. Wesley Schneider, David Schwartz, Mark Seifter, Todd Stewart, Josh Vogt, and Linda Zayas-Palmer.