This towering, lean figure is hairless and has smooth, milky white skin. A scythe gleams in the giant’s hands.
Tomb Giant CR 12
AC 28, touch 12, flat-footed 25 (+6 armor, +3 Dex, +10 natural, –1 size)
hp 162 (13d8+104)
Fort +16, Ref +9, Will +10
Defensive Abilities negative energy affinity, rock catching; Immune death effects, paralysis
Speed 40 ft. (30 ft. in armor)
Melee mwk scythe +20/+15 (2d6+16/19–20/×4 plus energy drain) or 2 slams +19 (1d6+11 plus energy drain)
Ranged rock +12 (1d8+11)
Space 10 ft.; Reach 10 ft.
Special Attacks energy drain (1 level, DC 18), rock throwing (120 ft.)
Spell-Like Abilities (CL 12th; concentration +14)
Str 32, Dex 17, Con 26, Int 13, Wis 19, Cha 14
Base Atk +9; CMB +21 (+23 trip); CMD 34 (36 vs. trip)
Feats Combat Expertise, Improved Critical (scythe), Improved Iron Will, Improved Trip, Iron Will, Lightning Reflexes, Power Attack
Skills Climb +12, Heal +12, Knowledge (religion) +12, Perception +15, Stealth +7, Survival +10
Languages Common, Giant
SQ sinister synergy
Corpse Stitcher (Sp)
Tomb giants can cast make whole as a spell-like ability, but only for the purpose of creating undead creatures. For example, a tomb giant can use this ability to aid in the creation of a necrocraft, to restore armor to be used for the creation of a phantom armor, or even to repair the armor of a graveknight.
Energy Drain (Su)
A tomb 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).
Sinister Synergy (Su)
Multiple tomb giants can combine their efforts to gain the ability to create undead. When two or more tomb giants are within 30 feet of each other, they can work together to use create undead as a spell-like ability (caster level 13th). Three or more tomb giants working in unison in this way can use greater create undead as a spell-like ability (caster level 15th). Every additional tomb giant beyond the third who participates in this synergy increases the caster level of this effect by 1.
Environment any land or underground
Organization solitary, pair, or cabal (3–13, 1–4 necromancers of 3rd–5th level, 1–4 clerics or oracles of 3rd–5th level, 1 monarch of 5th–9th level [typically cleric or necromancer], plus numerous giant skeletons, zombie giants, and other undead minions)
Treasure standard (mwk breastplate, mwk scythe, other treasure)
Tomb giants are an entire race of humanoids who have given themselves over to necromancy, and in so doing have gained sinister powers. These giants are born as the living agents of undeath, and they show great skill in creating all manner of undead creatures—even from their own kind. They prefer enclosed spaces and caverns as lairs and often choose to live in crypts among the bodies of the dead. These giants have no compunction about living among undead, but are circumspect about their own safety and well aware that many undead horrors are hostile to the living.
They are a secretive race and go to extraordinary lengths to pursue and capture anyone they catch spying on them; such intruders often end up as raw material for the giants’ creation of further undead.
A tomb giant is 13 feet tall and weighs 1,300 pounds.
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.