ability_mods: cha_mod: 4 con_mod: 7 dex_mod: 2 int_mod: 2 str_mod: 9 wis_mod: 6 ac: 38 ac_special: null automatic_abilities: null description: 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. divine_spells: null hp: 330 immunities: - fire innate_spells: - level: 8 name: charm - level: 8 name: suggestion - frequency: x3 level: 6 name: dominate - frequency: x3 level: 6 name: true seeing - level: 5 name: sending - frequency: at will level: 4 name: charm - frequency: at will level: 4 name: suggestion - frequency: constant level: 4 name: air walk items: null languages: - Common - Jotun - Terran level: 16 melee: - action_cost: One Action damage: formula: 3d12+17 type: slashing name: greatsword to_hit: 33 traits: - magical - reach 20 feet - versatile P - action_cost: One Action damage: formula: 2d8+17 type: piercing name: longspear to_hit: 32 traits: - magical - reach 25 feet - action_cost: One Action damage: formula: 3d8+17 type: bludgeoning name: fist to_hit: 31 traits: - agile - reach 20 feet name: Rune Giant perception: 28 proactive_abilities: - description: When a rune giant casts a mental spell against another giant, the DC is 39, rather than 35. name: Command Giants traits: null - action_cost: Free Action description: When a rune giant casts its innate *sending* spell, it can also cast *suggestion* on the target. name: Demand traits: - arcane - enchantment - mental - action_cost: Free Action description: '**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.' name: Flashing Runes traits: - arcane - evocation - light - action_cost: One Action description: 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.