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Marsh GiantCreature 8


CELargeAmphibiousGiantHumanoid
Source Pathfinder Bestiary 2
Perception +16 (low-light vision)
Languages Aklo, Common, Jotun
Skills Athletics +18, Intimidation +15, Religion +17
Str +6, Dex +3, Con +4, Int +0, Wis +3, Cha +1

AC 27; Fort +18; Reflex +13; Will +17;
HP 150
Speed 35 feet (swim 20 feet)

Gaff One Action +20 (+15, +10) to hit (magical, reach 10, trip, versatile p) 2d6+14 Bludgeoning
Fist One Action +20 (+16, +12) to hit (agile, reach 10) 2d6+14 Bludgeoning
Rock One Action +20 (+15, +10) to hit (brutal, range increment 120) 2d6+14 Bludgeoning

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Catch Rock Reaction

Requirements The monster must have a free hand but can Release anything it's holding as part of this reaction.

Trigger The monster is targeted with a thrown rock Strike or a rock would fall on the monster.


Effect The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock

Hook Shake One Action

Requirements A creature adjacent to the marsh giant is Prone in water at least 1 foot deep


Effect The marsh giant uses its gaff to shake the creature back and forth and hold it underwater. The giant attempts an Athletics check against the target's Fortitude DC.


Critical Success The target takes 6d6+14 piercing damage and loses 5 rounds' worth of air if they were holding their breath.

Success The target takes 3d6+14 piercing damage and loses 3 rounds' worth of air if they were holding their breath.

Failure The target is unaffected.

Critical Failure As failure, but the giant drops its gaff as well.

Throw Rock One Action

The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.

Twist the Hook Two Actions

The marsh giant makes a melee Strike with its gaff. If it hits, it twists and yanks the gaff to create an awful wound, dealing 3d6 Persistent Bleed Damage to the creature.


Occult Innate Spells (DC 23, +13 to hit)

2nd Level: Augury, Obscuring Mist
5th Level: Mariner's Curse


Dwellers of brackish coastal salt marshes and fetid bogs and swamps, marsh giants are hideous in appearance indeed, with fishlike mouths, slimy gray-green skin, and dark, beady eyes. They prefer to eat the flesh of those they slay in battle, but many are also cannibals. It is perhaps this vicious behavior that keeps the creatures in check, for if a fellow marsh giant becomes too dangerous and powerful, it runs the risk of being ambushed and consumed by its clan.

Marsh giants are insular and mysterious, dedicating much of their lives to zealous worship of sea-dwelling deities or stranger entities. While there is no central religion followed by all marsh giants, many are known to venerate the demon lord Dagon, while others worship even more powerful monstrosities from the Elder Mythos, such as distant, dreaming Cthulhu.

Only rarely do more than a dozen marsh giants settle together in a location, but when they do it is often for a religious purpose. Whatever call from the deep draws them together also tugs at nearby creatures such as boggards or skum, who look upon marsh giants in fear and reverence. The grim, terrifying chants and screams coming from such an encampment are a sure sign of terror to come for any other residents of the area.

Barely topping 11 feet tall and 1,000 pounds, marsh giants are small for giants but make up for their relatively diminutive stature with their zealotry.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.