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Giant, Inverted

Instead of a head, most possess little more than a gaping maw the size of their neck, jagged bones and bits of skull serving as teeth for a monstrous mouth. They have no true eyes—what oracular systems they once had are now embedded somewhere near their sternums—but instead possess an innate sense of direction, and through the dark arcana that surges through their beings they can sense the location of their prey perfectly. Their moist, splotched bodies are marked with runes, and their muscles and bones are often visible through their translucent flesh.

Inverted Giant CR 11

XP 12,800
CE Huge humanoid (giant)
Init +6; Senses blindsight 60 ft.; Perception +9
Aura fear aura (60 ft., DC 21)


AC 25, touch 10, flat-footed 23 (+2 Dex, +15 natural, –2 size)
hp 152 (16d8+80); fast healing 4
Fort +15, Ref +7, Will +7
Defensive Abilities rock catching; Resist cold 10, electricity 10, fire 10


Speed 30 ft.
Melee bite +19 (2d8+9 plus grab), 2 claws +19 (1d8+9 plus 1d6 energy)
Space 15 ft.; Reach 15 ft.
Special Attacks grab (Large), rock Throwing (120 ft.), runes, swallow whole (2d8+13 bludgeoning damage, AC 17, 15 hp)


Str 29, Dex 14, Con 20, Int 9, Wis 11, Cha 16
Base Atk +12; CMB +23 (+27 grapple); CMD 35
Feats Awesome Blow, Cleave, Critical Focus, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Vital Strike
Skills Climb +17, Intimidate +11, Perception +9
Languages Giant (can't speak)


Claws (Ex)

An inverted giant can channel arcane energy into its fists whenever it makes a successful claw attack, dealing 1d6 points of energy damage (cold, electricity, or fire, chosen when the inverted giant attacks) in addition to the damage its claws normally deal.

Runes (Ex)

Whenever an inverted giant is affected by a spell or spell-like ability, it can cause the runes covering its body to flash with light. All creatures within 10 feet of the giant must make a DC 21 Fortitude save or be blinded for 1 round. The saving throw is Charisma-based.