CzaresiaCreature 18
Source Pathfinder #220: Crypt of Runes
Perception +32 (low light vision)
Languages Azlanti, Common, Jotun, Petran
Skills Arcana +35, Athletics +32, Crafting +33, Deception +31, Intimidation +31, Society +33
Str +8, Dex +3, Con +7, Int +9, Wis +6, Cha +5
AC 41; Fort +35; Reflex +29; Will +32;
HP 375
Speed 45 feet
Immunities fire
Fist
+34 (+30, +26) to hit (agile, reach 20, unarmed) 3d10+16 BludgeoningMace
+34 (+29, +24) to hit (magical, reach 20, shove) 3d6+16 Bludgeoning + 3 BludgeoningConstant Spells
A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
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.
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Command GiantsWhen Czaresia casts a mental spell against another giant, the DC is 41, rather than 37.
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 40 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 40 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 Pride (emotion, fear, mental) A creature struck by the weapon becomes convinced they fight an unconquerable foe. The creature must succeed at a DC 40 fortitude save or be Frightened 1. On a critical failure, the creature is Frightened 3 and can't take hostile actions against Czaresia for as long as they remain frightened.
Wide Swing
Czaresia makes a single mace Strike and compares the attack roll result to the ACs of up to two foes within her reach. This counts as two attacks for Czaresia's multiple attack penalty.
Arcane Innate Spells (DC 37, +29 to hit)
1st Level: Charm, Charm (At Will)
4th Level: Fly (Constant), Suggestion, Suggestion (At Will)
5th Level: Sending
6th Level: Dominate, Truesight
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, but they can also be found in immense ruins atop lost islands, glacial valleys, or even more remote or magical regions.
Dozens of runes decorate rune giants' striking charcoal flesh. They are towering creatures, averaging at 40 feet in height and weighing 25,000 pounds.
Giants are massive humanoid creatures who live in remote regions throughout the world. They vary widely but are united in their hunger, requiring sustenance of their own element along with the feasts one would expect from such a massive humanoid. Although a simple matter for some giants, more esoteric types find this need a harsh reality. While a massive fistful of ice or snow alongside their meal will satisfy a frost giant, shadow giants hunger for the coagulated shadows of the Netherworld.
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
GiantGiants are massive humanoid creatures.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.