This giant’s skin is dead black, and it wears a gold-inlaid breastplate, a headdress, and armbands decorated with skulls.
Speed 30 ft.
Str 34, Dex 15, Con 24, Int 10, Wis 12, Cha 15
A shadow giant is proficient in all simple weapons, all martial weapons, and one exotic weapon of its choice.
Because of the shadow giant’s connection with the Plane of Shadow, as a move action in any illumination other than direct sunlight, a shadow giant can cloak itself in moving shadows that act as the spell blur for 1d6+6 rounds. It can use this ability three times per day.
Environment any (Plane of Shadow)
Organization solitary, gang (2–5), family (6–13 plus 35% noncombatants, 1 cleric or witch shaman 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 gold breastplate, masterwork great terbutje, gold jewelry and adornments worth 500 gp, other treasure)
Shadow giants serve as a company of elite shock troops, kept a close secret and only used in operations where they are not expected to leave any survivors to tell the tale.
Most shadow giants are especially taciturn and keep to themselves when not called to duty. They keep their own counsel and practice their own mysterious religion, whose bloody rituals of auto sacrifice and cannibalism are presided over by their bone-and-feather-adorned shamans atop short-stepped pyramids constructed of dark basalt blocks. On the Shadow Plane, families of shadow giants have been known to combine together to form greater tribes when times of war are at hand. Such an army arrayed upon the field of battle is often enough to make enemies sue for peace with offers of gold and prisoners for sacrifice.
Pathfinder Campaign Setting: Inner Sea Bestiary © 2012, Paizo Publishing, LLC; Authors: Jim Groves, James Jacobs, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Greg A. Vaughan.