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PFS StandardTomb Giant

Masters of mausoleums and keepers of crypts, the dread creatures called tomb giants are anathema to all living beings, but especially so to other types of giants. Long ago, so the legends say, tomb giants sold their souls in exchange for unfathomable necromantic powers. With whom they made this foul bargain remains a mystery—if the rumors hold any truth at all. Still, tomb giants' power over undeath remains undeniable, and nearly all of them embrace a fervent passion for necromancy.

Tomb giants construct massive gothic settlements in haunted valleys and on forsaken hillsides, far enough away from the societies of smaller people that they remain relatively undisturbed, but close enough that they can raid the graveyards of nearby villages with impunity.

Elder tomb giants—those who have animated countless hordes of humanoid zombies and skeletons and yearn for even greater challenges—enjoy the thrill of subduing, slaying, and reanimating their fellow giants. Taiga giants in particular are choice prey to an experienced tomb giant, as their larger cousins make formidable undead guardians and warriors.

A tomb giant views its mortal life as only one part of its existence. After death, most tomb giants are themselves reanimated as undead, who then continue to practice their necromantic arts.

Recall Knowledge - Humanoid (Society): DC 30
Unspecific Lore: DC 28
Specific Lore: DC 25

Elite | Normal | Weak
Proficiency without Level

Tomb GiantCreature 12

Legacy Content

NE Large Giant Humanoid 
Source Bestiary 3 pg. 110
Perception +25; darkvision, lifesense (imprecise) 60 feet
Languages Common, Jotun, Necril
Skills Athletics +25, Medicine +25, Religion +25, Stealth +21
Str +7, Dex +3, Con +6, Int +3, Wis +7, Cha +4
Items +1 striking scythe, black onyx gems worth 300 gp
AC 32; Fort +22, Ref +19, Will +25
HP 255 (negative healing); Immunities death effects
Catch Rock [reaction]
Speed 30 feet
Melee [one-action] scythe +27 [+22/+17] (deadly d10, magical, reach 10 feet, trip), Damage 2d10+13 slashingMelee [one-action] claw +26 [+22/+18] (agile, reach 10 feet), Damage 3d6+13 slashing plus dooming touchRanged [one-action] rock +24 [+19/+14] (brutal, range increment 120 feet), Damage 3d8+13 bludgeoningDivine Innate Spells DC 32; 5th bind undead (×3), harm (×3)
Rituals DC 32; 2nd create undead
Dooming Touch (divine, necromancy) The tomb giant's claws carry the accursed power of their foul gods. A creature hit by the tomb giant's claw Strike becomes doomed 1.Font of Death [three-actions] (divine, necromancy, negative) The tomb giant turns the spiritual tide on a creature that has just died, temporarily transforming it into a volatile vessel of negative energy. The tomb giant touches a creature that died in the past 24 hours, infusing its flesh and bone with negative energy. Once during the next hour, the tomb giant can spend a single action (from any distance) to release this negative energy from the corpse in an explosion that deals 10d8 negative energy in a 15-foot burst (DC 32 basic Fortitude save); if not released before the end of the hour, the energy dissipates harmlessly. The tomb giant can't use Font of Death while a previous corpse remains infused.Throw Rock [one-action]

Sidebar - Additional Lore Generals of the Underworld

The most powerful tomb giants amass literal armies of undead minions to serve them and wage wars on their behalf. Woe to any sleepy hamlet caught in the crossfire of two warring tomb giants, whose campaigns of doom can transform an idyllic vale into a forsaken boneyard overnight.

All Monsters in "Giant"

NameLevel
Cave Giant6
Cloud Giant11
Desert Giant9
Fire Giant10
Frost Giant9
Hill Giant7
Marsh Giant8
Plague Giant14
Rune Giant16
Shadow Giant13
Giant, Smog7
Stone Giant8
Storm Giant13
Taiga Giant12
Tomb Giant12
Wood Giant6

Giant

Source Bestiary pg. 170
Giants are massive humanoid creatures who live in remote regions throughout the world. They are divided into a number of subtypes.

Sidebar - Treasure and Rewards Giant Bags

Giants often keep an eclectic collection of treasures in their knapsacks or bags. Among these can be found a staggeringly wide range of unexpected and odd treasures and valuables.

Sidebar - Locations Giant Locations

As oversized as they are, giants tend to dwell in remote regions of the world, where they have the luxury of claiming larger territories of their own.

Sidebar - Related Creatures Giant Pets

As with many people, giants enjoy keeping pets. Yet for giants, what constitutes a pet is often categorized as beast to others. Large animals like bears and lions, and megafauna like woolly mammoths and dinosaurs are popular, as are more magical creatures like hell hounds, manticores, griffons, and the like.

Sidebar - Related Creatures Other Giants

Beyond the giants detailed here, many others dwell in remote regions of the world. Marsh giants are cultists who worship strange sea deities, shadow giants have ties to the Shadow Plane, and mountain giants are horrific butchers even other giants fear.

Sidebar - Advice and Rules Oversized Themes

Giants are larger-than-life foes. While many giants have themes that tie them to elemental or magical forces, the primary theme giants share is that they embody a classic cultural trope as their basis. Fire giants, for example, can be seen as oversized smiths, while hill giants should evoke the flavor of an oversized bully.