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.
XP 12,800 DEFENSEAC 25, touch 10, flat-footed 23 (+2 Dex, +15 natural, –2 size) OFFENSESpeed 30 ft. STATISTICSStr 29, Dex 14, Con 20, Int 9, Wis 11, Cha 16 SPECIAL ABILITIESClaws (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. |