Rune GiantCreature 16
Source Pathfinder Monster Core
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
AC 38; Fort +33; Reflex +26; Will +28;
HP 330
Speed 45 feet
Immunities fire
Greatsword
+33 (+28, +23) to hit (magical, reach 20, versatile p) 3d12+17 SlashingLongspear
+32 (+27, +22) to hit (magical, reach 25) 2d8+17 PiercingFist
+31 (+27, +23) to hit (agile, reach 20, unarmed) 3d8+17 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 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 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.

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.
Arcane Innate Spells (DC 35, +27 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
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
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.