Die Runenriesen gibt es übrigens nun auch schon als Pathfinderversion
Rune Giant CR 14
XP 38,400
LE Gargantuan Humanoid (Giant)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +24
DEFENSE
AC 30, touch 7, flat-footed 29 (+9 armor, +1 Dex, +14 natural, -4 size)
HP 230 (20d8+140)
Fort +19, Ref +9, Will +9
Defensive Abilities rock catching; Immune cold, electricity, mind-affecting effects; Resist fire 30
OFFENSE
Speed 35 ft.
Melee greatsword +27/+22/+17 (6d6+24/17-20) OR 2 slams +27 (2d6+16)
Ranged rock +16 (3d8+24)
Space 20 ft.; Reach 20 ft.
Special Attacks command giant, improved rock throwing, spark shower, runes
Spell-Like Abilities (CL 20th; Concentration +27)
At will--air walk, endure elements, suggestion (DC 24, affects giants only)
1/day--mass charm monster (DC 28; affects giants only), dominate monster (DC 29; affects giants only)
STATISTICS
Str 42, Dex 13, Con 24, Int 14, Wis 12, Cha 24
Base Atk +15; CMB +35 (+37 Bull Rush); CMD 46 (48 vs Bull Rush)
Feats Altitude Affinity, Awesome Blow, Cleave, Critical Focus, Improved Bull Rush, Improved Critical (greatsword), Iron Will, Lightning Reflexes, Power Attack, Quick Draw
Skills Acrobatics +15, Climb +33, Perception +24, Survival +24
Languages Giant, Thassilonian
Combat Gear full plate, greatsword
SPECIAL ABILITIES
Command Giant (Su)
Rune giants were created with a mystical link to all giant kind. When a rune giant uses a skill against creatures of the giant type, it gains a +10 bonus on the check. When a rune giant uses any sort of charm or compulsion effect against a giant, it gains a +4 bonus to its save DC — this bonus is included in its spell-like abilities above.
Improved Rock Throwing (Ex)
With their enhanced size and Strength, rune giants are more adept at rock throwing then even their kin. Rune giants receive a +4 racial bonus on attack rolls when throwing rocks. A rune giant can hurl rocks weighing 100 to 150 pounds each(Huge objects) up to five range increments. The range increment is 240 feet for a rune giant’s thrown rocks. It uses both hands when throwing a rock.
Runes (Su)
The runes scribed across a rune giant’s body are the source of its magic power. When it uses its spark shower or spell-like abilities, the runes flash and glow brightly. Any creature within 10 feet of a rune giant at this time must make a DC 27 Fortitude save or be blinded for one round—success indicates the creature is merely dazzled for 1 round. A rune giant can make a Fortitude save to resist the effects of an erase spell cast against his runes, but if he fails that save, he loses access to his spell-like abilities and his spark shower ability for 24 hours until his runes “grow back.”
Spark Shower (Su)
The runes covering a rune giant’s flesh are infused with magical power. Once every 1d4+1 rounds as a free action, a rune giant can cause a 30-foot cone of sparks to discharge from its runes. Those within the area of this cone take 12d6 points of damage (half fire and half electricity), with a DC 27 Reflex save halving the damage done. The save DC is Constitution-based.