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
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 22 | +6 | d12 |
| Mind | 18 | +4 | d8 |
| Sense | 8 | -1 | -d3 |
| Heart | 14 | +2 | d4 |
| Cunning | 18 | +4 | d8 |
| Fate | 18 | +4 | d8 |
Passives
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.
Rune-Carved
Advantage on saves against spells and magical effects. Sees invisible creatures and magical auras.
Maneuvers
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.
Thunderbolt Rune
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
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.