columns: 2
forcecolumns: true
layout: Basic Pathfinder 2e Layout
source: "Pathfinder Bestiary 3"
name: "Tomb Giant"
level: "Creature 12"
 
alignment: ""
size: "Large"
trait_01: [[evil]]
trait_02: [[giant]]
trait_03: [[humanoid]]
modifier: 25
perception:
  - name: "Perception"
    desc: "+25; Darkvision, Lifesense (Imprecise) 60 Feet"
languages: "Common, Jotun, Necril"
skills:
  - name: "Skills"
    desc: "Athletics: +25, Medicine: +25, Religion: +25, Stealth: +21"
abilityMods: [7, 3, 6, 3, 7, 4]
speed: 30 feet
sourcebook: "_Pathfinder Bestiary 3_"
ac: 32
armorclass:
  - name: AC
    desc: "32; __Fort__ +22, __Ref__ +19, __Will__ +25"
hp: 255
health:
  - name: ""
  - name: HP
    desc: "255, void healing; __Immunities__  death effects"
abilities_top:
  - name: ""
  - name: "Items"
    desc: "[[Equipment/Scythe|+1 Striking Scythe]], Black Onyx Gems"
  - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense (Imprecise) 60 feet]]"
    desc: "  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."
 
abilities_mid:
  - name: ""
  - name: "[[Bestiary Ability Glossary/Catch Rock|Catch Rock]]"
    desc: "`pf2:r`  **Requirements** The monster must have a free hand but can [[Actions/Release|Release]] anything it's holding as part of this reaction.\n\n**Trigger** The monster is targeted with a thrown rock Strike or a rock would fall on the monster.\n* * *\n\n**Effect** The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock."
 
  - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
    desc: "  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."
 
attacks:
  - name: ""
 
  - name: "**Melee** `pf2:1` Scythe"
    desc: "+27 (deadly d10, magical, reach 10 feet, trip)\n__Damage__  2d10 + 13 slashing"
 
  - name: "**Melee** `pf2:1` Claw"
    desc: "+26 (agile, reach 10 feet)\n__Damage__  3d6 + 13 slashing plus dooming-touch"
 
  - name: "**Ranged** `pf2:1` Rock"
    desc: "+24 (brutal, range increment 120 feet)\n__Damage__  3d8 + 13 bludgeoning"
 
  - name: "Divine Innate Spells"
    desc: "DC 32, attack +24; __5th __  _[[Spells/Bind Undead|Bind Undead (x3)]]_, _[[Spells/Harm|Harm (x3)]]_"
 
  - name: "Rituals"
    desc: "_Create Undead_"
 
  - name: "Dooming Touch"
    desc: " (divine) The tomb giant's claws carry the accursed power of their foul gods. A creature hit by the tomb giant's claw Strike becomes [[Conditions/Doomed|Doomed 1]]."
 
  - name: "Font of Death"
    desc: "`pf2:3` (divine,void) The tomb giant turns the spiritual tide on a creature that has just died, temporarily transforming it into a volatile vessel of void energy. The tomb giant touches a creature that died in the past 24 hours, infusing its flesh and bone with void energy. Once during the next hour, the tomb giant can spend a single action (from any distance) to release this void energy from the corpse in an explosion that deals 10d8 void damage energy in a 15-foot burst (DC 32 Fortitude check save); if not released before the end of the hour, the energy dissipates harmlessly. The tomb giant can't use Font of Death while a previous corpse remains infused."
 
  - name: "[[Bestiary Ability Glossary/Throw Rock|Throw Rock]]"
    desc: "`pf2:1`  The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike."
 
name: Tomb Giant
creatures:
  - 1: Tomb Giant

Masters of mausoleums and keepers of crypts, the dread creatures called tomb giants are anathema to all living beings, but especially so to other types of giants. Long ago, so the legends say, tomb giants sold their souls in exchange for unfathomable necromantic powers. With whom they made this foul bargain remains a mystery-if the rumors hold any truth at all. Still, tomb giants’ power over undeath remains undeniable, and nearly all of them embrace a fervent passion for necromancy.

Tomb giants construct massive gothic settlements in haunted valleys and on forsaken hillsides, far enough away from the societies of smaller people that they remain relatively undisturbed, but close enough that they can raid the graveyards of nearby villages with impunity.

Elder tomb giants-those who have animated countless hordes of humanoid zombies and skeletons and yearn for even greater challenges-enjoy the thrill of subduing, slaying, and reanimating their fellow giants. Taiga giants in particular are choice prey to an experienced tomb giant, as their larger cousins make formidable undead guardians and warriors.

A tomb giant views its mortal life as only one part of its existence. After death, most tomb giants are themselves reanimated as undead, who then continue to practice their necromantic arts.


Many kinds of giants lurk in the inhospitable corners of the world, making their homes in unlikely locales ranging from fetid sinkholes and ruined battlefields to mass graveyards and barren badlands.