Shadow Giant — fantasy monster illustration. Shadow Giant is a huge giant (Challenge Rating 15).

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Shadow Giant

Huge Giant, chaotic evil

AC
17
HP
209
Speed
40
CR
15

If not for the horns curling from its brow and the long, bestial talons erupting from its fingers, the creature would look like a grim-faced, ashen-skinned elf of monstrous height._
Cast into Darkness. In ages past, shadow giants were called hjartakinde, and they dwelt in the lands of the fey. When the giants declined to go to war with the shadow fey, the fey exiled them to the Shadow
Realm. When they refused to serve the dark fey courts, the queen cursed them into their current form.
Of Two Worlds. Shadow giants are cursed to exist simultaneously on the Shadow Realm and the Material Plane. Unable to properly live in either world, they have become embittered and indignant. Shadow giants desire to end their cursed existence but lash out against anyone who shows them pity or mercy.
Undying. When a shadow giant is killed, its spirit roils in the Shadow Realm for a century before it is reborn to its cursed fate.


Armor Class 17

Hit Points 209 (22d20+66)

Speed 40 ft.


STR
18 (+4)
DEX
25 (+7)
CON
17 (+3)
INT
12 (+1)
WIS
13 (+1)
CHA
21 (+5)

Saving Throws Wis +6

Skills Perception +6

Damage Resistances cold, necrotic

Condition Immunities exhaustion

Senses darkvision 120 ft., passive Perception 16

Languages Common, Elvish, Giant, Umbral

Challenge 15


Traits

Blacklight Strobe. The visual flicker of the shadow giant moving between the Material Plane and the Shadow Realm has a physical effect on viewers. A creature that starts its turn within 30 feet of the shadow giant and that can see it must succeed on a DC 18 Wisdom saving throw or be unable make more than one melee or ranged attack on its turn and unable to use bonus actions or reactions until the start of its next turn.

Distracting Flicker. A creature that starts its turn within 30 feet of the shadow giant and that is maintaining concentration on a spell must succeed on a DC 18 Constitution saving throw or lose concentration.

Shadow Sight. Magical darkness doesn't impede the shadow giant's darkvision.

Umbral Glimmer. At the end of each of the shadow giant's turns, it must roll a d20. On a roll of 11 or higher, it enters the Plane of

Shadow from the Material Plane. At the start of its next turn, it returns to the Material Plane in an unoccupied space of its choice that it can see within 40 feet of the space where it vanished. If no unoccupied space is available within that range, it appears in the nearest unoccupied space. While in the Plane of Shadow, the shadow giant can see and hear 120 feet into the Material

Plane. It can't affect or be affected by anything on the Material Plane while in the Plane of Shadow.

Actions

Multiattack. The shadow giant makes three attacks with its tenebrous talons.

Tenebrous Talons. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 18 (4d8) necrotic damage.

Cold Shadow (Recharge 5-6). The shadow giant directs its shadow to stretch out in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw. On a failure, a creature takes 52 (15d6) cold damage and has disadvantage on attack rolls and saving throws until the end of its next turn. On a success, a creature takes half the damage and doesn't have disadvantage.

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FTTHelper · auto-generated · monster · monster

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022