Rune Giant

Creature 16
  • uncommon
  • Gargantuan
  • giant
  • humanoid
  • unholy
Perception
+28; low light vision
Languages
Common, Jotun, Petran
Skills
Arcana +28, Athletics +32, Crafting +28, Intimidation +28, Society +27
Str +9, Dex +2, Con +7, Int +2, Wis +6, Cha +4
Items
longspear, greatsword, splint mail

Constant Spells

AC
38; Fort +33, Ref +26, Will +28
HP
330; Immunities fire

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.

Speed
45 feet

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, unarmed), Damage 3d8+17 bludgeoning

Arcane Innate Spells DC 35, attack +27; 8th suggestion, charm; 6th dominate, truesight; 5th sending; 4th suggestion (at will), charm (at will); Constant (7th) fly

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) Trigger The rune giant uses an arcane ability or casts an arcane spell

Effect The runes on the giant's body flash with 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) 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 basic 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.

Source: Pathfinder Monster Core

Running this fight? Add the rune giant to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

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