Czaresia

Level 18
Creature· giantUniqueGargantuanRemaster
AC
41
HP
375
Speed
45 ft.
Perception
+32
Fort
+35
Ref
+29
Will
+32
Immunities fire
Languages azlanti, common, jotun, petran
Senses low-light-vision
Skills arcana +35, crafting +33, society +33, athletics +32, deception +31, intimidation +31
Recall Knowledge DC 48 (religion, society)

Attacks

Melee Fist +34 (agile, reach 20 ft., unarmed), Damage 3d10+16 bludgeoning
Melee Mace +34 (magical, reach 20 ft., shove), Damage 3d6+16 bludgeoning plus 3 bludgeoning

Abilities

Constant Spellsinteraction
Reactive Strike (Special)

The rune giant gains an additional reaction at the beginning of each of their turns that they can use only for a Reactive Strike.


Command Giants

When Czaresia casts a mental spell against another giant, the DC is 41, rather than 37.

Demand

When a rune giant casts their innate Sending spell, they can also cast Suggestion on the target.

Flashing Runes

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 area must attempt a DC 40 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

The rune giant invokes one of the runes on their body, causing the rune to spray forth a 30-foot area of sparks that deals 6d12 electricity damage to all creatures in the cone (DC 40 reflex save).

The giant can't use Invoke Rune again for .

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

Wide Swing

Czaresia makes a single mace Strike and compares the attack roll result to the ACs of up to two foes within her reach. This counts as two attacks for Czaresia's multiple attack penalty.

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.


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.