Giant, Shadow

This giant’s skin is a dusky gray, and her long hair matches the silvery hue of her armor.

Shadow Giant CR 13

XP 25,600
LE Large humanoid (extraplanar, giant)
Init +2; Senses darkvision 120 ft., low-light vision; Perception +19


AC 28, touch 11, flat-footed 26 (+7 armor, +2 Dex, +10 natural, –1 size)
hp 199 (19d8+114)
Fort +17, Ref +8, Will +14
Defensive Abilities rock catching, shadow cloak


Speed 30 ft. (40 ft. without armor)
Melee mwk spiked chain +26/+21/+16 (2d6+18/19–20 plus energy drain) or 2 slams +25 (1d8+12 plus energy drain)
Ranged rock +16 (1d8+12/19–20 plus energy drain)
Space 10 ft.; Reach 10 ft.
Special Attacks energy drain (1 level, DC 21), rock throwing (180 ft.)


Str 34, Dex 15, Con 22, Int 10, Wis 22, Cha 15
Base Atk +14; CMB +27 (+31 bull rush); CMD 39 (41 vs. bull rush)
Feats Combat Reflexes, Deadly Aim, Greater Bull Rush, Improved Bull Rush, Improved Critical (rock, spiked chain), Improved Iron Will, Iron Will, Power Attack, Vital Strike
Skills Climb +21, Intimidate +15, Perception +19 (+23 in dim light), Spellcraft +0 (+8 in dim light), Stealth +4; Racial Modifiers +4 Perception in dim light, +8 Spellcraft in dim light
Languages Common, Giant
SQ militant


Energy Drain (Su)

A shadow giant inflicts its energy drain attack no more than once per round via its first successful melee attack (with its slam attack or with any melee weapon it wields) or via a thrown rock.

Militant (Ex)

A shadow giant is proficient with all simple weapons, all martial weapons, and one exotic weapon of its choice. Most shadow giants choose proficiency with the spiked chain.

Shadow Cloak (Sp)

Because of the shadow giant’s connection with the Shadow Plane, as a move action in any illumination other than direct sunlight, a shadow giant can cloak itself in moving shadows, gaining the benefits of blur for 1d6+6 rounds (CL 13th for the purposes of dispel magic and similar effects). It can use this ability three times per day.


Environment any land (Shadow Plane)
Organization solitary, gang (2–5), family (6–13, 1 cleric or witch 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 breastplate, mwk spiked chain, other treasure)

Though their kind originated on the Shadow Plane, shadow giants often relocate to the Material Plane, typically at the behest of a powerful cleric or other representative of a deity from the Shadow Plane. In such conditions, shadow giants often serve as companies of elite shock troops and are kept secret, operating only when they are expected to leave no survivors to tell the tale.

Most shadow giants are especially taciturn and keep to themselves when not serving a higher cause. They keep their own counsel and practice their own sinister religion, with bloody rituals of autosacrifice, mutilation, and much worse presided over by their priests on top of short step pyramids constructed of dark basalt blocks. On the Shadow Plane, families of shadow giants have been known to join together to form greater tribes, especially when times of war are at hand or when they are facing some other threat. The sight of such an army arrayed upon the field of battle is usually enough to make any enemy sue for peace with desperate offers of gold and prisoners for sacrifice.

The typical shadow giant stands 15 feet tall and weighs 2,400 pounds. Most shadow giants have dusky gray skin and pale gray hair.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 6 © 2017, Paizo Inc.; Authors: Robert Brookes, Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, Crystal Frasier, James Jacobs, Thurston Hillman, Tim Hitchcock, Brandon Hodge, Jason Keeley, Isabelle Lee, Jason Nelson, Tim Nightengale, F. Wesley Schneider, David Schwartz, Mark Seifter, Todd Stewart, Josh Vogt, and Linda Zayas-Palmer.

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