Tenebric Giant
Creature 17 (rare) — shadow, undead, unholy
Pre-Remaster content. May include legacy alignment.
AnvilCrasherLANDshadowundeadunholy
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; darkvision, lifesense 80 feet
Languages common, jotun, necril; telepathy (with its creator only) 100 feet
Skills athletics +33, intimidation +30, religion +30, stealth +29 (+33 to Hide in Dim Light or Darkness)
Str
+9
Dex
+4
Con
+9
Int
+4
Wis
+7
Cha
+5
Items Scythe
AC 39
Fort +32
Ref +27
Will +30
HP 360 (void healing)
Immunities bleed, death-effects, disease, mental, paralyzed, poison, unconscious
Weaknesses vitality 15
Speed 25 feet
Offense
Melee Scythe (deadly-2d10, magical, reach-15, trip) +34, Damage 3d10+17 slashing plus Cloying Shadows
Melee Claw (agile, reach-15, unarmed) +32, Damage 3d6+17 slashing plus Cloying Shadows
Ranged Rock (brutal) +32, range increment 120 feet, Damage 3d6+17 bludgeoning plus Cloying Shadows
Abilities
Lifesense 80 feet — Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.
Attack of Opportunity —
Catch Rock —
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
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.
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 — The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.
WORKS WELL WITH
SniperLANDThe giant's Attack of Opportunity and reach 15 create a safe firing lane for a Sniper, while Lifesense reveals hidden targets the Sniper cannot see.
WeaverLANDThe giant's Cloying Shadows slows and damages melee opponents, giving a Weaver time to reshape the battlefield while the giant anchors the engagement.
ShadeLANDThe giant's shadow affinity and Lifesense draw all attention during combat, letting a Shade stalk wounded targets and exploit the persistent void damage from Cloying Shadows.
PUNISHES
✖ movement in reach✖ invisibility reliance✖ clumping✖ low Fortitude
Stacking with another reach Anvil may reduce each giant's individual zone control as threat ranges overlap.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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