Tomb Giant Fighter 2 (CR 15)

Tomb Giant Fighter 2 CR 15

XP 51,200
Male tomb giant fighter 2
NE Large humanoid (giant)
Init +4; Senses darkvision 60 ft., deathwatch, detect undead, low-light vision; Perception +24


AC 30, touch 12, flat-footed 27 (+8 armor, +3 Dex, +10 natural, –1 size)
hp 176 (15 HD; 13d8+2d10+107); fossil golem armor
Fort +21, Ref +13, Will +15; +1 vs. fear
Defensive Abilities negative energy affinity, rock catching; Immune death effects, paralysis


Speed 40 ft. (30 ft. in armor)
Melee +1 frost scythe +24/+19/+14 (2d6+20/19-20/×4 plus energy drain and 1d6 cold) or 2 slams +18 (1d6+6 plus energy drain)
Ranged rock +10 (1d8+6)
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)

Constantdeathwatch, detect undead
3/day—corpse stitcher, sculpt corpse (DC 13)
1/dayanimate dead, control undead (DC 19)


During Combat He delights in tripping foes and skewering them with attacks of opportunity. If the tomb giants with him are both defeated, or if his fossil golem armor is reduced to fewer than 50 hit points, he uses a swift action to order the golem to remove itself and fight independently.

Morale He fights to the death.


Str 36, Dex 19, Con 24, Int 15, Wis 23, Cha 14
Base Atk +11; CMB +25 (+29 trip); CMD 39 (41 vs. trip)
Feats Combat Expertise, Combat Reflexes, Critical Focus, Greater Trip, Improved Critical (scythe), Improved Iron Will, Improved Trip, Iron Will, Lightning Reflexes, Power Attack
Skills Climb +14, Craft (sculpture) +11, Heal +14, Knowledge (religion) +17, Perception +24, Stealth +8, Survival +16
Languages Common, Giant, Necril
SQ sinister synergy
Gear +2 fossil golem armor, +1 frost scythe, 3 rocks, cloak of resistance +3, mwk sculpting tools, 331 gp


Fossil Armor

While he wears the armor, attacks targeting him instead damage the armor, which has 122 hit points and DR 10/adamantine and bludgeoning. Once it is destroyed, the armor no longer grants its benefits, reducing his AC and flat-footed AC to 23 and 19, respectively. This extraordinary armor increases the giant’s effective CR by 1.

Fossil Armor CR 13

XP 25,600
Fossil golem construct armor
hp 122

Gnome Bard (Dirge Bard) 14 CR 13

XP 25,600
Male middle-aged gnome bard (dirge bard) 14
NE Small humanoid (gnome)
Init +3; Senses low-light vision; Perception +21


AC 15, touch 10, flat-footed 15 (+5 armor, –1 Dex, +1 size)
hp 122 (14d8+56)
Fort +6, Ref +8, Will +13; +4 vs. fear, energy drain, death effects, and necromantic effects, +2 vs. illusions
Defensive Abilities defensive training; Immune aging; Resist haunted eyes


Speed 20 ft.
Melee mwk sickle +10/+5 (1d4–2)
Special Attacks bardic performance 36 rounds/day (swift action; countersong, dance of the dead, dirge of doom, distraction, fascinate [DC 23], frightening tune [DC 23], inspire competence +4, inspire courage +3, inspire greatness, soothing performance, suggestion [DC 23]), hatred
Spell-Like Abilities (CL 14th; concentration +20)

At willspeak with animals
1/daydancing lights, ghost sound (DC 17), prestidigitation

Bard Spells Known (CL 14th; concentration +20)

5th (3/day)greater dispel magic, major curse (DC 23), phantasmal web (DC 22), stunning finale (DC 21)
4th (5/day)cure critical wounds, dimension door, echolocation, enervation, hold monster (DC 20)
3rd (5/day)crushing despair (DC 19), dispel magic, fear (DC 21), haste, slow (DC 19)
2nd (7/day)blindness/deafness (DC 20), blur, darkness, false life, glitterdust (DC 18), heroism, silence (DC 19)
1st (7/day)alarm, anticipate peril (DC 17), comprehend languages, feather fall, ray of enfeeblement (DC 19), saving finale (DC 17), vanish (DC 18)
0 (at will)dancing lights, detect magic, mage hand, mending, message, summon instrument


Before Combat He uses Spellsong to cast spells such as haste and heroism on allies. He also tries to cast whispering wind to warn of intruders.

During Combat He uses bardic performances like frightening tune to disrupt the PCs, supplementing these tunes with spells that attack the PCs or bolster his allies.

Morale He fights alongside the giants due to self-interest, not loyalty. He flees using dimension door once reduced to 30 hit points or obviously outclassed.


Str 7, Dex 8, Con 15, Int 14, Wis 15, Cha 22
Base Atk +10; CMB +7; CMD 16
Feats Craft Wondrous Item, Greater Spell Focus (necromancy), Improved Initiative, Iron Will, Spell Focus (necromancy), Spellsong, Toughness
Skills Bluff +23, Craft (boneworking) +16, Diplomacy +16, Knowledge (arcana, history, local, nature) +17, Knowledge (religion) +22 (+29 to identify undead), Perception +21, Perform (percussion) +23, Sense Motive +9, Spellcraft +19, Stealth +10, Use Magic Device +13; Racial Modifiers +2 Craft (boneworking), +2 Perception
Languages Common, Dwarven, Giant, Gnome, Sylvan
SQ bardic knowledge +7, gnome magic, haunting refrain, secrets of the grave
Other Gear +3 leather armor, mwk sickle, belt of mighty constitution +2, clear spindle ioun stone, headband of alluring charisma +2, masterwork boneworking tools

Section 15: Copyright Notice

Pathfinder Adventure Path #144: Midwives to Death © 2019, Paizo Inc.; Authors: John Compton, with Adam Daigle, Eleanor Ferron, Thurston Hillman, James Jacobs, Jason Keeley, Luis Loza, Ron Lundeen, Robert G. McCreary, Erik Mona, Michael Sayre, Owen K. C. Stephens, Mark Seifter, and Linda Zayas-Palmer.

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