Sun Giant
“Bathed in radiant glory, the Sun Giant, an ancient warrior of fire and light, wields solar power to vanquish darkness and demands tribute in the eternal war against shadow!”
Appearance: The Sun Giants, towering at over 25 feet with golden-hued skin, resemble ancient warriors adorned in majestic armor. Flame-colored hair radiates an otherworldly glow, amplifying the light around them. Their arms carry the strength of celestial power, and they wield masterfully crafted weapons.
Behavior: Once benevolent defenders, many Sun Giants have grown selfish, demanding tribute and blood sacrifices. Despite their eternal youth, corruption has turned them into rulers who value might. Evil factions pay homage to demon lords, and the giants harbor intense hatred for creatures of darkness, particularly those from the Plane of Shadow.
Habitat: Sun Giants thrive in warm deserts or mountains where the sun’s brilliance enhances their solar aura. Solitary, in pairs, or family units, they establish dominance, ruling over subjects. Benevolent giants fight against oppression, while others indulge in tyranny.
Modus Operandi: In the eternal war against darkness, Sun Giants utilize their solar aura to increase light levels. They blind foes with directed light and employ sun darts from atlatls. The giants often demand tribute from communities in exchange for their protection, imposing their rule and crushing opposition.
Motivation: Motivated by a perceived duty to fight the forces of darkness, Sun Giants aim to establish dominance and control. While some genuinely defend the good, many have succumbed to corruption, seeking power and tribute. Evil factions among them align with demon lords, perpetuating a cycle of oppression.
Sun Giant 5e
Sun Giant Pathfinder
Sun Giant
Huge humanoid (giant), chaotic good or chaotic evil
Armor Class 31 (natural armor, Dexterity bonus, armor)
Hit Points 241 (23d8 + 138)
Speed 35 ft. (50 ft. without armor)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
40 (+15) | 16 (+3) | 23 (+6) | 15 (+2) | 20 (+5) | 17 (+3) |
Saving Throws Fortitude +19, Reflex +12, Will +14
Skills Athletics +25, Intimidation +29, Perception +31, Survival +31, Swim +25
Senses low-light vision; Perception +31
Aura solar (60 ft., DC 24)
Languages Common, Giant, Ignan
Challenge 16 (76,800 XP)
Defensive Abilities rock catching; Immunities blindness, dazzled, fire; Resistances cold 30, electricity 30
Quick Draw. The sun giant can draw or stow its atlatl as a free action.
Spell-Like Abilities (CL 21st; concentration +24)
- At will—daylight, eagle eye, remove blindness/deafness, sunburst (DC 21)
- 3/day—quickened blistering invective (DC 15)
- 1/day—flame strike (DC 18), waves of exhaustion
Multiattack. The sun giant makes three melee attacks.
Mwk Heavy Mace. Melee Weapon Attack: +31 to hit, reach 15 ft., one target. Hit: 3d6 + 22 bludgeoning damage.
Slam. Melee Weapon Attack: +30 to hit, reach 15 ft., one target. Hit: 2d6 + 15 bludgeoning damage.
Mwk Atlatl. Ranged Weapon Attack: +19 to hit, range 60 ft., one target. Hit: 2d6 + 15 piercing damage plus sun dart.
Solar Aura (Su)
Light levels within 60 feet of the sun giant increase by one step. In areas of bright light, creatures become dazzled. Once per round, the sun giant can blind a target in its aura (DC 24 Fortitude save).
Sun Dart (Ex)
The sun giant fires darts of light from its atlatl, targeting touch AC. Sun darts deal an additional 2d6 points of fire damage. A hit on a Large or smaller creature causes it to become entangled and immobilized.
Actions
Sun Dart Barrage. The sun giant makes three sun dart attacks.
Legendary Actions
The sun giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sun giant regains spent legendary actions at the start of its turn.
- Attack. The sun giant makes one slam or mace attack.
- Blinding Glare (Costs 2 Actions). The sun giant directs intense light at a target, forcing it to make a DC 24 Fortitude save or be blinded.
- Solar Burst (Costs 3 Actions). The sun giant releases a burst of solar energy, affecting all creatures in a 30-foot radius. Creatures must make a DC 24 Fortitude save or suffer radiant damage and blindness.
Reactions
Sunfire Retribution. When damaged, the sun giant can release a burst of solar energy, dealing radiant damage to all creatures within 10 feet.
Environment warm deserts or mountains
Organization solitary, pair, or family (3–5 plus 35% noncombatants and 1 cleric of 7th–10th level)
Treasure standard (masterwork atlatl, masterwork morningstar, masterwork scale mail, other treasure)
This giant has the arms and armor of an ancient warrior. Her golden skin and flame-colored hair amplify the light around her.
Sun Giant CR 16
XP 76,800
CG or CE Huge humanoid (giant)
Init +3; Senses low-light vision; Perception +31; Aura solar (60 ft., DC 24)
DEFENSE
AC 31, touch 11, flat-footed 28 (+5 armor, +3 Dex, +15 natural, –2 size)
hp 241 (23d8+138)
Fort +19, Ref +12, Will +14
Defensive Abilities rock catching; Immune blind, dazzled, fire; Resist cold 30, electricity 30
OFFENSE
Speed 35 ft. (50 ft. without armor)
Melee mwk heavy mace +31/+26/+21/+16 (3d6+22) or 2 slams +30 (2d6+15)
Ranged mwk atlatl +19/+14/+9/+4 (2d6+15 plus sun dart)
Space 15 ft.; Reach 15 ft.
Special Attacks sun dart
Spell-Like Abilities (CL 21st; concentration +24)
At will—daylight, eagle eye, remove blindness/ deafness, sunburst (DC 21)
3/day—quickened blistering invective (DC 15)
1/day—flame strike (DC 18), waves of exhaustion
STATISTICS
Str 40, Dex 16, Con 23, Int 15, Wis 20, Cha 17
Base Atk +17; CMB +34; CMD 47
Feats Greater Vital Strike, Improved Vital Strike, Iron Will, Lightning Reflexes, Martial Weapon Proficiency (atlatl), Point-Blank Shot, Power Attack, Precise Shot, Quick Draw, Quicken Spell-Like Ability (blistering invective), Rapid Reload (atlatl), Vital Strike
Skills Climb +25, Intimidate +29, Perception +31, Survival +31, Swim +25
Languages Common, Giant, Ignan
SPECIAL ABILITIES
Solar Aura (Su)
Light levels within 60 feet of a sun giant increase by one step (supernatural darkness becomes normal darkness). This does not count as a light effect for the purpose of light and darkness effects; a solar aura is not hindered by any type of magical darkness, and its effect is applied after all light and darkness effects. In areas of bright light, a solar aura causes sighted creatures to become dazzled for as long as they remain in the aura.
Once per round as a free action, a sun giant can direct light toward a single target within her solar aura, and that creature must succeed at a DC 24 Fortitude save or be permanently blinded. The save DC is Charisma-based.
Sun Dart (Ex)
A sun giant can fire darts of light from her atlatl. She doesn’t need ammunition, the sun darts target touch AC, and the sun darts deal an additional 2d6 points of fire damage. A Large or smaller creature damaged by a sun giant’s sun dart becomes entangled and immobilized.
A creature can free itself with a successful DC 24 Escape Artist or Strength check as a standard action or by breaking the sun dart (hardness 5, hp 20). The save DC is Dexterity-based.
ECOLOGY
Environment warm deserts or mountains
Organization solitary, pair, or family (3–5 plus 35% noncombatants and 1 cleric of 7th–10th level)
Treasure standard (masterwork atlatl, masterwork morningstar, masterwork scale mail, other treasure)
Sun giants view themselves as soldiers in an eternal war against the forces of darkness and shadow. In ancient days, sun giants were a benevolent people, fighting for the good of all living things. Over time, the majority of sun giants have become selfish, demanding tribute and even blood sacrifices in exchange for the protection they provide, ruling by might and opposed by those few brave and benevolent souls willing to take to the shadows to fight for freedom.
Many evil sun giants pay homage to demon lords of the sun and warfare.
Sun giants hold vicious hatred for creatures of pure darkness and denizens of the Plane of Shadow, and they exterminate owbs in particular whenever possible.
Though they live for centuries, sun giants are blessed with eternally youthful appearances, a blessing that remains even for those who become selfish and corrupt. They tower over 25 feet tall and weigh roughly 18,000 pounds.
Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer.