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Tenebric Giant

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.

Recall Knowledge - Undead (Religion): DC 41
Unspecific Lore: DC 39
Specific Lore: DC 36

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Tenebric GiantCreature 16

Legacy Content

Rare NE Large Shadow Undead 
Source Pathfinder #185: A Taste of Ashes pg. 88
Perception +31; darkvision, lifesense 80 feet
Languages Common, Jotun, Necril; telepathy (with its creator only) 100 feet
Skills Athletics +31, Intimidation +28, Religion +28, Stealth +27 (+31 to Hide in <%RULES%408>dim light or <%RULES%409>darkness)
Str +9, Dex +4, Con +9, Int +4, Wis +7, Cha +5
Items +2 greater striking scythe
AC 37; Fort +30, Ref +25, Will +28
HP 340 (negative healing); Immunities death effects, disease, mental, paralyzed, poison, unconscious; Weaknesses positive 15
Attack of Opportunity [reaction] Catch Rock [reaction]
Speed 25 feet
Melee [one-action] scythe +32 [+27/+22] (deadly 2d10, magical, reach 15 feet, trip), Damage 3d10-2+17 slashing plus cloying shadowsMelee [one-action] claw +30 [+26/+22] (agile, reach 15 feet), Damage 3d6-2+17 slashing plus cloying shadowsRanged [one-action] rock +30 [+25/+20] (brutal, range increment 120 feet), Damage 3d6-2+17 bludgeoning plus cloying shadowsCloying Shadows (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 negative damage and must attempt a DC 34 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 [two-actions] (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 Rock [one-action]

Sidebar - Related Creatures Shadowy Cousins

Shadow giants look upon tenebric giants with disdain and fear. They view these undead creatures not as giants but as a corruption of the true nature of the Shadow Plane, closer to darvakkas than kin. They tend to give tenebric giants a wide berth, unwilling to confront the powerful creatures.