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SorvinaesenCreature 17


UniqueLELargeGiantHumanoid
Source Pathfinder #185: A Taste of Ashes
Perception +32 (darkvision, lifesense (imprecise) 60 feet)
Languages Common, Jotun, Necril
Skills Athletics +30, Diplomacy +33, Intimidation +31, Religion +33, Stealth +28
Str +6, Dex +3, Con +6, Int +3, Wis +7, Cha +9

AC 39; Fort +29; Reflex +26; Will +32;
HP 390 (negative healing)
Speed 30 feet
Immunities death effects

Guisarme One Action +31 (+26, +21) to hit (magical, reach 15, trip) 2d10+12 Slashing
Claw One Action +30 (+26, +22) to hit (agile, reach 10) 3d6+12 Slashing
Rock One Action +28 (+23, +18) to hit (brutal, range increment 120) 3d8+12 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Lifesense (Imprecise) 60 feet

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Catch Rock Reaction

Requirements The monster must have a free hand but can Release anything it's holding as part of this reaction.

Trigger The monster is targeted with a thrown rock Strike or a rock would fall on the monster.


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

Font of Death Three Actions (divine, necromancy, negative)

The tomb giant turns the spiritual tide on a creature that has just died, temporarily transforming it into a volatile vessel of negative energy. The tomb giant touches a creature that died in the past 24 hours, infusing its flesh and bone with negative energy. Once during the next hour, the tomb giant can spend a single action (from any distance) to release this negative energy from the corpse in an explosion that deals 10d12 negative damage energy in a 15-foot burst (DC 36 basic fortitude 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.

Impart Doom (divine, necromancy)

A creature hit by Sorvinaesen's claw Strike, or one who critically fails a save from one of Sorvinaesen's spells, becomes Doomed 1.

Throw Rock One Action

The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.

Visions of Death

Sorvinaesen's Strikes deal an additional 2d10 mental damage to doomed creatures as visions of their impending deaths fill their minds.


Divine Spontaneous Spells (DC 38, +30 to hit)

Cantrips (9th Level): Chill Touch, Detect Magic, Divine Lance, Read Aura, Shield
1st Level (3 slots): Bane, Create Water, Fear
2nd Level (3 slots): Remove Paralysis, Restore Senses, See Invisibility
3rd Level (3 slots): Blindness, Heroism (2x), Vampiric Touch
4th Level (3 slots): Freedom of Movement, Read Omens, Remove Curse
5th Level (3 slots): Abyssal Plague, Shadow Blast, Tongues
6th Level (3 slots): Blade Barrier, Spirit Blast, Vampiric Exsanguination, Zealous Conviction
7th Level (3 slots): Divine Vessel, Eclipse Burst, Finger of Death
8th Level (3 slots): Divine Aura, Spiritual Epidemic
9th Level (2 slots): Overwhelming Presence

Divine Innate Spells (DC 38, +30 to hit)

1st Level: Harm
3rd Level: Bind Undead

Rituals

2nd Level: Create Undead


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.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.