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Tenebric Giant

Creature 17 (rare) — shadow, undead, unholy

Pre-Remaster content. May include legacy alignment.

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 c

Source: blood-lords-bestiary (Pre-Remaster)

Perception +31
Skills athletics +33, intimidation +30, religion +30, stealth +29
Str
+9
Dex
+4
Con
+9
Int
+4
Wis
+7
Cha
+5
AC 39 Fort +32 Ref +27 Will +30
HP 360
Immunities bleed, death-effects, disease, mental, paralyzed, poison, unconscious
Weaknesses vitality 15
Speed 25 feet

Offense

Melee Scythe +34, Damage 3d10+17 slashing
Melee Claw +32, Damage 3d6+17 slashing
Ranged Rock +32, Damage 3d6+17 bludgeoning

Abilities

Lifesense 80 feet — Lifesense
Attack of Opportunity — Attack Of Opportunity
Catch Rock — Catch Rock
Void Healing — Negative Healing
Cloying 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 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 (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 — Throw Rock

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