# Giant, Death
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >greataxe: 4d6 (×3)
> >bite: 2d6 (×2)
> >slams: 1d8 (×2)
> >bite: 2d6 (×2)
> >rockMelee/Ranged: +27/+16
> >Secondary: +22/+11
> >Multiattack: +25/+14
> >M/R_PA: +22/+11
> >2nd/PA: +17/+6
> >MA_PA: +20/+9
> >Itterative: 4
> > xDmg:: Str: +12; Str2: +18; StrOH: +6; StrPA: +22; StrPA2H: +33; StrPAOH: +11
> > xDCs:: Str: 33; Dex: 22; Con: 26; Int: 22; Wis: 26; Cha: 28
> > xFeat:: 8/12 (4)
> >
> >
> > xLang:: 0/1 (1)
<div class="grid-container"><div class="MON">Death Giant</div>
<div class="CR">CR 16 (76,800 XP)</div>
<div class="SOU">Monster Manual 3</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
NE Huge Humanoid (giant)
**Init** +1
**Senses** darkvision 60 ft., low-light vision; **Perception** +28
#### defense
**AC** 29, 9 touch, 28 flat-footed (+6 armor, +1 Dex, +14 natural, -2 size)
**hp** 207 (23d8+115)
**Fort** +18, **Refl** +10, **Will** +14
**Feint** 32, **Demoralize** 38
**Defensive Abilities** rock catching
**Immune** energy drain, fire
#### offense
**Speed** 50 ft. (35 ft. in armor)
**Melee** greataxe +27/+22/+17/+12 (4d6+18/x3), bite +22 (2d6+6) or 2 slams +27 (1d8+12), bite +22 (2d6+6)
**Ranged** rock +16 (2d8+12)
**Space** 15 ft., **Reach** 15 ft.
**Special Attacks** frightful keening, guardian souls, sold soul, soul healing, steal soul
**Spell-Like Abilities** (CL 23rd; Concentration +30)
> **3/day**— greater dispel magic, inflict critical wounds
> **1/day**— flame strike (DC 22)
#### statistics
**Str** 34, **Dex** 13, **Con** 21, **Int** 12, **Wis** 20, **Cha** 25
**BAB** +17, **CMB** +26, **CMD** 37, **TA** +27, **RTA** +16
**Feats** [[Ability Focus]] (frightful keening), [[Ability Focus]] (steal soul), [[Cleave]], [[Iron Will]], [[Lightning Reflexes]], [[Point Blank Shot]], [[Power Attack]], [[Precise Shot]]
**Skills** Knowledge (religion) +24, Perception +28, Survival +31
**Languages**
#### special abilities
### Frightful Keening (Su)
As a standard action, a death giant can trigger the guardian souls that waft around its body to wail in frightful anguish. Living creatures within 100 feet that hear this keening must succeed at a DC 30 Will save. Success indicates that the creature is shaken until it can no longer hear the keening or moves out of range. Failure causes the creature to be panicked for as long as it can hear the keening and remains within range, and shaken for 24 hours afterward. Ending the frightful keening is a standard action. This is a sonic, mind-affecting fear ability. The save DC is Charisma-based.
### Guardian Souls (Su)
A death giant's victims become its guardians in death. Each death giant is surrounded by a constantly swirling cloud of intangible spirits. These spirits provide the death giant with warnings and protection, granting the creature a bonus on initiative rolls, saves, Listen checks, and Perception checks equal to its Charisma modifier. A death giant's will binds its guardian souls to it. They are not ghosts or undead in the usual sense and cannot be damaged, dispelled, or separated from the death giant. Only a successful turning attempt can quell these spirits for a time, If the turning attempt would turn or rebuke an undead with Hit Dice equal to the death giant's, the guardian souls vanish for 1d10 rounds, and the death giant loses the benefits of its guardian souls, frightful keening, soul healing, and steal soul abilities until the souls return.
### Sold Soul (Ex)
A death giant cannot be raised, resurrected, or reincarnated. If a death giant's soul is not taken as a guardian soul by another death giant or kept from departing by some other means (such as soul bind), it is utterly destroyed 1 round after the giant's death.
### Soul Healing (Su)
When a death giant is protected by its guardian souls, hit point damage due to negative energy (such as from an inflict spell) heals rather than harms a death giant. Death giants are healed by positive energy (such as from cure spells) normally. Death giants are fearsome melee opponents and powerful spellcasters. They prefer to cast spells in combat situations but reserve some for opportune tactics and healing.
### Steal Soul (Su)
Any living creature with 10 or fewer hit points within 15 feet of a death giant must succeed on a DC 30 Fortitude save each round or die instantly. This is a death effect. The save DC is Charisma-based. Any creature that dies within 15 feet of a death giant has its spirit sucked up into the swirling guardian souls that protect the death giant. Such creatures cannot be raised resurrected, or reincarnated so long as the death giant lives. Killing the death giant releases the souls. If a living death giant is within 15 feet of a death giant that dies, the souls are not released and are instead transferred to the nearby death giant due to its steal soul ability. Under extraordinary circumstances, a living death giant may release a soul it has captured.