Rune Giant
From Monsterbook
This giant is statuesque and noble of features, with fair skin and flowing blonde hair. Its skin is unblemished except for a number of violet and crimson symbols that appear on its face and shoulders.
RUNE GIANT (CR 9)
- Usually CN Large giant
- Init +0; Senses low-light vision; Listen +3, Spot +3
- Languages: common, draconic, elf, giant, gnome
- AC 16, touch 9, flat-footed 16; combat expertise
- (-1 size, +7 natural)
- hp 114 (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)
- Ranged +1 sling +10/+5 (1d6+7)
- Space 10 ft.; Reach 10 ft.
- Base Atk +9; Grp +19
- Atk Options improved trip, power attack
- Special Actions discharge rune scar
- Combat Gear +1 quarterstaff, +1 sling, 3x alchemist's fire, tanglefoot bag
- Spell-Like Abilities (CL 6)
- see rune scars
- Abilities Str 23, Dex 11, Con 20, Int 18, Wis 16, Cha 15
- SQ rune scars
- Feats combat expertise, improved trip, iron will, magical aptitude, power attack
- Skills craft (alchemy) 12(+16), heal 12(+15), knowledge (arcana) 12(+16), knowledge (planes) 12(+16), spellcraft 12(+18), use magic device 12(+18)
- Possessions +1 quarterstaff, +1 sling
- Advancement 13-16 HD (Large), 17-24 HD (Huge)
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 her skin. The spell affects the rune giant normally. The rune 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 (CL = 1/2 HD) and using Intelligence to determine saving throws. 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.
Rune giants are weak compared to the rest of their ilk. They dabble in magical knowledge, although true spell-casters are rare among their kind. Rune giants are only proficient with simple weapons and are not proficient with armor or shields.
Strategies and Tactics
While her rune scar ability provides both offensive and defensive capabilities, it can also weaken her (keeping her at less than full hit points) so rune giants are carefully not to have too many at one time. If she has days to prepare for a battle, she can custom design her runes based on her knowledge of her opponents. Otherwise, if forced into battle she is stuck with whatever rune scars she has already acquired. Assuming this array:
30 hit points worth of scars:
- 1st--mage armor, magic missile, ray of enfeeblement (DC 15)
- 2nd--acid arrow, cause moderate wounds (DC 16), scorching ray
- 3rd--fireball (DC 17), lightning bolt (DC 17)
If possible she will pre-cast mage armor.
Long range: First use her sling to target the least armored opponents. After that, discharge fireball or lightning bolt, if they haven't already been used to counter spells.
Close range: Cast ray of enfeeblement against the strongest-looking opponent. Throw tanglefoot bag at heavily-armored opponent.
Melee: Make trip attacks against heavily-armored opponents and power attack with her quarterstaff against lightly-armored ones.
Adventure Hooks
A rune giant enclave has been utterly destroyed by an epic wizard's cataclysmic spell. One rune giant survived the blast, and she is now covered in deep, painful, indecipherable rune scars. She seeks help from adventurers to remove the rune scars safely without discharging the spell.
A sorcerer is preparing to battle a rune giant. She hires adventurers to investigate what sort of runes the giant is bearing.
Ecology and Society
Rune giants form small enclaves that meet once or twice a year to discuss all things arcane, sometimes inviting powerful wizards to share knowledge with them. They seek out arcane tomes and also enjoy spending time with those creatures that have natural spell-casting abilities. They are friendly with dragons and gnomes, but wary of dwarves. Rune giants often deal and trade to have spells cast on them. Their love of magic keeps them traveling constantly in search of spells, and because of this they have little time for families and relationships. Any permanent rune giant settlements that do exist are more akin to colleges than villages.
The average rune giant is 9 ft. tall and weights 1000 pounds.
Rune Giant Lore
Knowledge (Nature)
DC 15: This being is obviously a giant of some sort. This result reveals all giant traits.
DC 22: These giants are covered in runes that allow them to cast spells.
DC 27: This type of giant is normally willing to trade for magical knowledge or devices.
Knowledge (Arcana)
DC 20: These runes are similar to spells stored on a scroll. Each of them can be used to either cast or defend against a specific spell.