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Giant, Sun

Sun Giant CR 16

This giant has the arms and armor of an ancient warrior. Her golden skin and flame-colored hair amplify the light around her.

XP 76,800
CG or CE Huge humanoid (giant)
Init +3; Senses low-light vision; Perception +33
Aura solar (60 ft., DC 22)

DEFENSE HP 320

EAC 30; KAC 32
Fort +18, Ref +18, Will +16
Defensive Abilities rock catching; Immunities blindness, dazzled, fire; Resist cold 30, electricity 30

OFFENSE

Speed 50 ft.
Melee heavy mace +30 (8d8+26 B) or slam +30 (6d10+16 B; critical knockdown)
Ranged atlatl dart +27 (6d10+16 B & F plus sun dart)
Space 15 ft.; Reach 15 ft.
Offensive Abilities blistering invective
Spell-Like Abilities (CL 16th; melee +27)

1/daysynapse overload (DC 21), waves of fatigue
At willarcane eye, remove condition, explosive blast (DC 19)

STATISTICS

Str +10, Dex +3, Con +7, Int +2, Wis +5, Cha +3
Feats Deadly Aim (+8 damage), Quick Draw
Skills Athletics +28, Intimidate +33, Survival +28
Languages Common, Ignan

SPECIAL ABILITIES

Blistering Invective (Su)

Three times per day as a swift action, a sun giant can make an Intimidate check to demoralize each enemy within 30 feet of it. Enemies that are demoralized this way take 1d10 fire damage and must succeed at a DC 22 Reflex save or catch fire.

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.

As a swift action, a sun giant can direct light toward a single target within her solar aura, and that creature must succeed at a DC 22 Fortitude save or be permanently blinded.

Sun Dart (Ex)

If a sun giant misses a target’s KAC but strikes the target’s EAC with its atlatl dart, it still deals 3d10+8 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 22 Escape Artist or Strength check as a standard action or by breaking the sun dart (hardness 5, hp 20).

ECOLOGY

Environment warm deserts or mountains
Organization solitary, pair, or family (3–5 plus 35% noncombatants and 1 mystic)

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 or to eldritch elder gods of sun, stars, and flame. Even evil sun giants, however, retain a vicious hatred for creatures of pure darkness and denizens of the Plane of Shadow.

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

Alien Bestiary (Starfinder) © 2018, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young.