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There is a Legacy version here.

PFS StandardRune Giant

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.

Recall Knowledge - Humanoid (Society): DC 35
Unspecific Lore: DC 33
Specific Lore: DC 30

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Rune GiantCreature 17

Gargantuan Giant Humanoid Unholy 
Source Monster Core pg. 169
Perception +30; low-light vision
Languages Common, Jotun, Petran
Skills Arcana +30, Athletics +34, Crafting +30, Intimidation +30, Society +29
Str +9, Dex +2, Con +7, Int +2, Wis +6, Cha +4
Items +1 splint mail, +1 striking longspear, +2 greater striking greatsword
AC 40; Fort +35, Ref +28, Will +30
HP 350; Immunities fire
Reactive Strike [reaction] The rune giant gains an additional reaction at the beginning of each of their turns that they can use only for a Reactive Strike.
Speed 45 feet; fly 45 feet
Melee [one-action] greatsword +35 [+30/+25] (magical, reach 20 feet, versatile P), Damage 3d12+2+17 slashingMelee [one-action] longspear +34 [+29/+24] (magical, reach 25 feet), Damage 2d8+2+17 piercingMelee [one-action] fist +33 [+29/+25] (agile, reach 20 feet), Damage 3d8+2+17 bludgeoningArcane Innate Spells DC 37 (+4 dmg); 8th charm, suggestion; 6th dominate (Ă—3), truesight; 5th sending; 4th charm (at will), suggestion (at will); Constant (7th) fly
Command Giants When a rune giant casts a mental spell against another giant, the DC is 39, rather than 35.Demand [free-action] (arcane, mental) When a rune giant casts their innate sending spell, they can also cast suggestion on the target.Flashing Runes [free-action] (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 37 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 [one-action] (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 39 basic 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 37 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.
Wide Swing [one-action] 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.

Sidebar - Additional Lore The First Rune Giants

On Golarion, the first rune giants were created by the powerful rulers of the ancient nation of Thassilon. The runelords gifted rune giants their ability to control other giants, using them to command armies of oversized builders and soldiers to create and defend oversized structures.

All Monsters in "Giant"

NameLevel
Cave Giant6
Cloud Giant11
Desert Giant9
Fire Giant10
Frost Giant9
Hill Giant7
Marsh Giant8
Plague Giant14
Rune Giant16
Shadow Giant13
Giant, Smog7
Stone Giant8
Storm Giant13
Taiga Giant12
Tomb Giant12
Wood Giant6

Giant

Source Monster Core pg. 164
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.

Sidebar - Locations Giant Holdings

As oversized as they are, giants tend to dwell in remote regions of the world, where they have the luxury of claiming larger territories of their own. Giants of many types reside in the Saga Lands, where their ancestors were forced to serve ancient Thassilon, and in the Mindspin Mountains.

Sidebar - Related Creatures Giant Pets

As with many people, giants enjoy keeping pets. Large animals like bears and lions, megafauna like woolly mammoths, and dinosaurs are popular among many giants. Rune giants come closest to breaking this pattern, preferring to tend to their controlled giants, but esoteric types of giants often find equally curious pets.

Sidebar - Related Creatures Other Giants

Beyond the giants detailed here, many others dwell in remote regions of the world. Wood giants are peaceful guardians of the forests, cave giants lurk alone as vicious predators, and mountain giants are horrific butchers even other giants fear.

Sidebar - Advice and Rules Oversized Themes

Giants are larger-than-life foes. While many giants have themes that tie them to elemental or magical forces, the primary theme giants share is that they embody a classic cultural trope as their basis. Fire giants, for example, can be seen as oversized smiths, while hill giants should evoke the flavor of an oversized bully.