These pale giants are covered in bone armor and use the necromancer arts to bring joy to their lives. They’re the most feared gigas of all and not only strike down their foes but bring them back to life for torture.
Gigas, Blood (CR 17)
CE Huge Humanoid (Giant)
Init +3; Senses Low-light vision, scent; Perception +33
Aura Fear aura (50 ft., DC 27)
AC 33, touch 12, flat-footed 21 (+6 armor, +2 dex, +2 deflection, +15 natural, -2 size)
hp 300 (25d8+200)
Fort +22, Ref +11, Will +13
Defensive Abilities Rock Catching; DR 5/-; Immune Shadow; Resist Earth 15, +6 vs sleep, stun, paralysis, poison, and disease resistance
Speed 50 ft., (35 ft. in armor)
Melee +3 Keen Scythe +35/+30/+25/+20 (3d8+27/19-20/x4) or 2 Slams +32 (2d6+16)
Ranged +3 Composite Longbow +22/+17/+12/+7 (3d6+19/x3)
Space 15 ft.; Reach 15 ft.
Special Attacks Lifetap, Magnitude 8
Spells Known (SC CL 25th, Concentration +30)
1st – Dark (DC 16), Dread (DC 16), Enfeeblement (DC 16), Fear (DC 16)
2nd – Dark II (DC 17), Death Knell (DC 17), False Life
3rd – Dark III (DC 18), Darkra (DC 18), Mass Enfeeblement (DC 18), Infect (DC 18), Ray of Exhaustion (DC 18), Vampiric Touch (DC 18)
4th – Bestow Curse (DC 19), Dark Blight (DC 19), Greater False Life, Raise, Slay Living (DC 19)
5th – Darkga (DC 20), Drain (DC 20), Waves of Fatigue (DC 20), Zombify (DC 20)
6th – Arise, Eyebite (DC 21), Feeblemind (DC 21), Fleshshiver (DC 21), Ray of Entropy (DC 21), Syphon (DC 21), Unwilling Shield (DC 21)
7th – Shadow Blast (DC 22), Waves of Exhaustion (DC 22), Mass Zombify (DC 22)
8th – Arisega, Greater Bestow Curse (DC 23), Blackfire (DC 23), Doom (DC 23), Symbol of Death (DC 23)
9th – Banshee Wail (DC 24), Death (DC 24), Mass Feeblemind (DC 24), Full-Life, Polar Midnight (DC 24)
Str 42, Dex 16, Con 26, Int 16, Wis 20, Cha 20
Base Atk +18; CMB +36; CMD 49
Feats Awesome Blow, Cleave, Critical Focus, Great Cleave, Improved Bull Rush, Improved Sunder, Improved Vital Strike, Power Attack, Staggering Critical, Stunning Critical, Vital Strike, Weapon Focus (scythe)
Skills: Acrobatics +24, Climb +24, Intimidate +28, Perception +33, Sense Motive +30
Languages Common, Draconic, Giant, Undercommon
SQ Militant, Water Breathing
Combat Gear bone breastplate +3, 9th-lvl necromancer scroll, composite longbow +3 with 20 arrows, keen scythe +3
Armored Mage (Ex)
Normally, armor heavier than light armor interferes with a spell-caster gestures, which can cause spells to fail if those spells have a somatic component. A blood gigas’s limited focus and specialized training, however, allows him to avoid spell failure so long as he sticks to medium armor or light armor.
Whenever the blood gigas casts spells that deal shadow damage to a living creature, he gains health back equal to spell level of the spell + 5. If this would put him above his normal hit points total just dissipates.
Magnitude 8 (Su)
Once every 1d4 rounds and must be within reach of the ground, a blood gigas can cause the ground to erupt wildly around it within a 60-ft.-radius. Creatures within the area of effect take 15d10 points of earth damage and are inflicted with the weighted status effect for 1d8 rounds. They must make Reflex save (DC 26) to reduce the damage by half and negate the status effect. Blue mages may learn this ability as an 8th level spell (Knowledge: Local DC 31).
Blood Gigas are proficient with all simple and all martial weapons