Rune Giant
Creature 16 (uncommon) — giant, humanoid, unholy
Rune giants are tyrants among their own kind, given power to command and magically control other giants. They once served even more powerful masters—potent wizards known as runelords—and in so doing, commanded entire armies of giants in service to the runelords' empires. In the eons since these empires collapsed, rune giants have persisted, though to the outside world they're little more than fabled horrors. Rune giants usually dwell in the most remote and rugged of towering mountain ranges, bu
Source: pathfinder-monster-core
Perception +28
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
Ref +26
Will +28
HP 330
Immunities fire
Speed 45 feet
Offense
Melee Greatsword +33, Damage 3d12+17 slashing
Melee Longspear +32, Damage 2d8+17 piercing
Melee Fist +31, Damage 3d8+17 bludgeoning
Abilities
Constant Spells — Constant Spells
Reactive Strike (Special) — The rune giant gains an additional reaction at the beginning of each of their turns that they can use only for a Reactive Strike.
Reactive Strike
Command Giants — When a rune giant casts a mental spell against another giant, the DC is 39, rather than 35
Demand (arcane, mental) — When a rune giant casts their innate Sending spell, they can also cast Suggestion on the target.
Flashing Runes (arcane, light) — **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) — The rune giant invokes one of the runes on their 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 Reflex save).
The giant can't use Invoke Rune again for 1d4 rounds.
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 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.
Rune of Space During the rune giant's turn, the weapon's reach is increased to 60 feet.
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 their reach. This counts as two attacks for the giant's multiple attack penalty.
Spells
Dominate (rank 6)
Truesight (rank 6)
Sending (rank 5)
Fly (Constant) (rank 4)
Suggestion (rank 4)
Suggestion (At Will) (rank 4)
Charm (rank 1)
Charm (At Will) (rank 1)
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