Marsh Giant

CREATURE 8

ce large amphibious giant humanoid 

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

Items +1 striking gaff, sack with 5 rocks

AC  27; Fort +18, Ref +13, Will +17

HP 150

Catch Rock [R]

Speed 35 feet, swim 20 feet

Melee [>] gaff +20 (magical, reach 10 feet, trip, versatile p), Damage 2d6+14 bludgeoning

Melee [>] fist +20 (agile, reach 10 feet), Damage 2d6+14 bludgeoning

Ranged [>] rock +20 (brutal, range increment 120 feet), Damage 2d6+14 bludgeoning

Occult Innate Spells DC 23; 5th traefibroum's curse; 2nd augury, obscuring mist

Hook Shake [>] 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 [>]

Twist the Hook [>>] 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.

Bestiary 2, page 125.

Open Marsh Giant in the interactive creatures list or browse all creatures starting with M.