Rune Giant
From Monsterbook
Descriptive text in italics
Rune Giant (CR 9)
- Usually CN Large giant
- Init +0; Senses low-light vision; Listen, Spot
- Languages: common, draconic, elf, giant, gnome
- AC ##, touch ##, flat-footed ##; dodge, mobility
- (-1 size, +7 natural)
- hp ### (12 HD);
- Immune: see rune scars
- Fort +13, Ref +4, Will +8
- Speed 30 ft.
- Melee +1 quarterstaff +16/+11 (1d8+10)
- Power Attack (5): +1 quarterstaff +11/+6 (1d8+20)
- Combat Expertise (5): +5 to AC, +1 quarterstaff +11/+6 (1d8+10)
- Ranged +1 sling +10/+5 (1d6+7)
- Space 10 ft.; Reach 10 ft.
- Base Atk +9; Grp +19
- Atk Options power attack, combat expertise, trip, disarm
- Special Actions
- Combat Gear +1 quarterstaff, +1 sling,
- Spell-Like Abilities (CL 6)
- see rune scars
- Abilities Str 23, Dex 11, Con 20, Int 17, Wis 16, Cha 15
- SQ rune scar
- Feats combat expertise, improved trip, iron will, magical aptitude, power attack
- Skills craft (alchemy) 12(+15), knowledge (arcana) 12(+15), knowledge (planes) 12(+15), spellcraft 12(+17), use magic device 12(+17)
- Possessions +1 quarterstaff, +1 sling
- Advancement
Rune Scars (Su): Any magic spell that targets the rune giant (or includes the rune giant in its area of effect), causes a scar in the shape of an arcane rune to burn itself into its skin. The scar causes damage to the giant equal to twice the level of the spell (0-level spells cause one point of damage) and this damage cannot heal until the rune is discharged. There are two ways for the rune to discharge.
First, if the rune giant is targeted by the same spell again (or is included in its area), the rune automatically discharges and counters the spell as it is cast.
Second, as a standard action, the rune giant can actively discharge one of her runes as a spell-like ability, effectively casting the same spell but at her own caster level. The rune giant chooses the target of the spell.
Discharging the rune does not restore any hit points immediately, but allows the rune giant to heal the damage normally.
Description
Strategies and Tactics
Adventure Hooks
Ecology and Society
Uses magic but doesn't understand magic well. friendly with gnomes and dragons, wary of dwarves.
Environment, Typical Physical Characteristics, Alignment
Rune Giant Lore
Knowledge (Nature)
DC Result
Knowledge (Arcana)