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|
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
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)
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
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.
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.
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.
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.