KING
Rune Giant

Rune Giant

Giant · Crown of Pride

T4d10Major

Runic-etched demigods, rune giants dispel magic, storms from tattoos.

Tier 4  ·  Role Major  ·  Pool Vigor 6 / Vitality 8  ·  AC 14  ·  ATK +6  ·  Save DC 17  ·  Dmg d10

AC1415 base - 1 Sense
Vigor6Tier + Heart mod, regenerates
Vitality82 x Tier
Move30 ft
Initiatived8 + d8rerolled each round
Attack+6d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit16+Cunning 18
Disruptd6on any Vitality loss
StatScoreModDie
Body22+6d12
Mind18+4d8
Sense8-1-d3
Heart14+2d4
Cunning18+4d8
Fate18+4d8

Passives

Passive

Spellcasting (storm-runes)

Every rune tattooed across the giant's flesh is a stored spell of weather and unmaking, read aloud to loose storms or strip enchantment from anything it can see to the horizon.

Passive

Rune-Carved

Advantage on saves against spells and magical effects. Sees invisible creatures and magical auras.

Maneuvers

Maneuver

Call Lightning

Traces a storm-rune and pulls a bolt down on one creature within 60 ft. Mind save (DC 17) or it takes 4 damage; on a success it takes 1 Vigor damage.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Thunderbolt Rune

Telegraph · disrupt d6 · Mind save

The tattoos across its body flare and discharge in a 60 ft line. Each creature caught makes a Mind save (DC 17) or takes 4 damage and loses concentration; on a success it takes 1 Vigor damage.

Reactions

Reaction

Counterspell

When a spell is cast within 60 ft, the giant carves a counter-rune in the air. The caster makes a Mind save (DC 17) or the spell fizzles.

Tactics

GM tactics

Ancient giant sorcerer-kings. Dispels magic before engaging. Activates runes strategically. Commands lesser giants.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d10. A crit rolls two: 2d10.
  • Crits on a natural 16+ (Cunning 18).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.