Giant, Shadow

Family: Giant

Huge giant, chaotic evil

Armor Class 17
Hit Points 209 (22d20 + 66)
Speed 40 ft.

18 (+4) 25 (+7) 17 (+3) 12 (+1) 13 (+1) 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 (13,000 XP)

Special Traits

  • Blacklight Strobe. The visual flicker of the shadow giant moving between the Material Plane and the Shadow Plane 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.


  • 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.


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 Plane. 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 Plane 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 Plane for a century before it is reborn to its cursed fate.

Section 15: Copyright Notice

Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.

This is not the complete section 15 entry - see the full license for this page