Rune GiantCreature 16
UncommonLEGargantuanEvilGiantHumanoid
Source Bestiary pg. 175
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 +1 striking longspear, +2 greater striking greatsword, +1 splint mail
AC 38; Fort +33, Ref +26, Will +28
HP 330; Immunities fire
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.
Catch Rock Reaction
Speed 45 feet; air walk
Melee Single Action greatsword +33 [+28/+23] (magical, reach 20 feet, versatile P), Damage 3d12+17 slashing
Melee Single Action longspear +32 [+27/+22] (magical, reach 25 feet), Damage 2d8+17 piercing
Melee Single Action fist +31 [+27/+23] (agile, reach 20 feet), Damage 3d8+17 bludgeoning
Ranged Single Action rock +31 [+26/+21] (brutal, range increment 120 feet), Damage 2d12+17 bludgeoning
Arcane Innate Spells DC 35; 8th charm, suggestion; 6th dominate (x3), 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 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 Single 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.
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 Single Action
Wide Swing Single 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.