Rune Giant Creature 16

Uncommon LE Gargantuan Evil Giant Humanoid

Senses Perception +28; low-light vision

Languages Common, Jotun, Terran

Skills Arcana +28, Athletics +32, Crafting +28, Intimidation +28, Society +27

Str +9, Dex +2, Con +7, Int +2, Wis +6, Cha +4

Items +2 greater Striking greatsword, +1 Striking longspear, +1 splint mail


AC 38; Fort +33, Ref +26, Will +28

HP 330; Immunities fire

Attack of Opportunity The Rune giant gains an additional reaction at the beginning of each of its turns that it can only use for an Attack of Opportunity.

Catch Rock


Speed 45 feet; air walk

Melee greatsword +33 (magical, reach 20 feet, versatile P), Damage 3d12+17 slashing

Melee longspear +32 (magical, reach 25 feet), Damage 2d8+17 piercing

Melee fist +31 (agile, reach 20 feet), Damage 3d8+17 bludgeoning

Ranged rock +31 (brutal, range increment 120 feet), Damage 2d12+17 bludgeoning

Arcane Innate Spells DC 35; 8th charm, suggestion; 6th dominate (×3), true seeing; 5th sending; 4th charm (at will), suggestion (at will); Constant (4th) air walk

Command Giants When a Rune giant casts a mental spell against another giant, the DC is 39, rather than 35.

Demand (arcane, enchantment, mental); When a Rune giant casts its innate sending spell, it can also cast suggestion on the target.

Flashing Runes (arcane, evocation, light); Trigger The Rune giant uses an arcane ability or casts an arcane spell. Effect The Runes on the giant's body flash as they produce magical energy. Each creature within a 10-foot emanation must attempt a DC 35 Fortitude save.

Critical Success The creature is unaffected.

Success The creature is dazzled for 1 round.

Failure The creature is blinded for 1 round.

Invoke Rune (arcane, concentrate, electricity, evocation) The Rune giant invokes one of the Runes on its body, causing the Rune to spray forth a 30-foot cone of sparks that deals 6d12 electricity damage to all creatures in the cone (DC 37 basic Reflex save). A glowing copy of the invoked Rune appears on a single weapon the giant holds, granting the weapon one effect listed below of the giant's choice. The giant can't use Invoke Rune again for 1d4 rounds. The effect on the weapon lasts for 1 minute. If the giant places a new Rune on a weapon, any previously placed Rune immediately vanishes, ending its effect.

  • Rune of Destruction The weapon gains the deadly trait with three weapon damage dice of the same die size as for the base weapon, and a creature hit with the weapon is drained 1 unless it succeeds at a DC 35 Fortitude save.
  • Rune of Flames The weapon deals an additional 3d6 fire damage on all attacks.
  • Rune of Smiting When the weapon hits, the giant can Push the target back 10 feet, or 20 feet on a critical hit.

Throw Rock

Wide Swing The Rune giant makes a single greatsword Strike and compares the attack roll result to the ACs of up to two foes within its reach. This counts as two attacks for the giant's multiple attack penalty.

About

Magically crafted and bred by ancient wizards, Rune giants are anathema to and tyrants among their own kind, who were given power to command and magically control other giants. The Rune giants themselves served even more powerful masters—potent wizards known as Runelords—and in so doing commanded entire armies of giants on behalf of the Runelords' empires.

In the eons since these empires collapsed, Rune giants have persisted as a people of their own, though to the outside world they're little more than fabled horrors whispered of late at night by superstitious giants. Rune giants usually dwell in the most remote and rugged of towering mountain ranges, but they can also be found in immense ruins atop lost islands, glacial valleys, or even more remote or magical regions.

Rune giants' Striking charcoal flesh is decorated by dozens of Runes, which are potent manifestations of their eldritch powers. Rune giants are towering creatures, averaging at 40 feet in height and weighing 25,000 pounds.