Actions/Abilities/Traits: (Pathfinder 2e)
Ability
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
Ability
Attack of Opportunity
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.
Ability
Catch Rock
Ability
Command Giants
When a rune giant casts a mental spell against another giant, the DC is 39, rather than 35.
Ability
Demand
(arcane, enchantment, mental) When a rune giant casts its innate sending spell, it can also cast suggestion on the target.
Ability
Flashing Runes
Circumstance: Trigger: The rune giant uses an arcane ability or casts an arcane
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.
Ability
Invoke Rune
(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.
Ability
Throw Rock
Ability
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 its reach. This counts as two attacks for the giant's multiple attack penalty.
Offense
Melee
Circumstance: combat round (melee)
greatsword +33 [+28/+23] (magical, reach 20 feet, versatile P), Damage 3d12+17 slashing
Offense
Ranged
Circumstance: combat round (ranged)
rock +31 [+26/+21] (brutal, range increment 120 feet), Damage 2d12+17 bludgeoning
Trait
Evil
Evil effects often manipulate energy from evil-aligned Outer Planes and are antithetical to good divine servants or divine servants of good deities. A creature with this trait is evil in alignment.
Trait
Giant
Giants are massive humanoid creatures.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Immunity
fire
Item
+1 splint mail
+1 striking longspear
+2 greater striking greatsword
Language
Common
Jotun
Terran
Perception
low-light vision