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Rune GiantCreature 16


UncommonLEGargantuanGiantHumanoid
Source Pathfinder Bestiary
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

AC 38; Fort +33; Reflex +26; Will +28;
HP 330
Speed 45 feet
Immunities fire

Greatsword One Action +33 (+28, +23) to hit (magical, reach 20, versatile p) 3d12+17 Slashing
Longspear One Action +32 (+27, +22) to hit (magical, reach 25) 2d8+17 Piercing
Fist One Action +31 (+27, +23) to hit (agile, reach 20) 3d8+17 Bludgeoning
Rock One Action +31 (+26, +21) to hit (brutal, range increment 120) 2d12+17 Bludgeoning

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Attack of Opportunity Reaction

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.


Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Command Giants

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

Demand Free Action (arcane, enchantment, mental)

When a rune giant casts its innate Sending spell, it can also cast Suggestion on the target.

Flashing Runes Free Action (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 One Action (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.

Effect: Rune of Destruction (Greatsword)

Effect: Rune of Destruction (Longspear)

Effect: Rune of Destruction (Rock)

Effect: Rune of Flames (Greatsword)

Effect: Rune of Flames (Longspear)

Effect: Rune of Flames (Rock)

Effect: Rune of Smiting (Greatsword)

Effect: Rune of Smiting (Longspear)

Effect: Rune of Smiting (Rock)

Throw Rock One Action

The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.

Wide Swing One Action

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.


Arcane Innate Spells (DC 35, +27 to hit)

1st Level: Charm, Charm (At Will)
4th Level: Air Walk (Constant), Suggestion, Suggestion (At Will)
5th Level: Sending
6th Level: Dominate, True Seeing


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.


Giants are massive humanoid creatures who live in remote regions throughout the world. They are divided into a number of subtypes.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.