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Giant, Marsh Giant

Cold, black eyes stare out from the fish-like face of this hideous green-skinned, web-fingered, and obese giant.

Marsh Giant CR 8

Source Bestiary 2 pg. 129, Pathfinder #5: Sins of the Saviors pg. 82
XP 4,800
CE Large humanoid (giant)
Init +3; Senses low-light vision; Perception +11

Defense

AC 21, touch 12, flat-footed 18 (+3 Dex, +9 natural, –1 size)
hp 102 (12d8+48)
Fort +12, Ref +7, Will +8
Defensive Abilities rock catching

Offense

Speed 40 ft., swim 20 ft.
Melee gaff +16/+11 (2d6+12) or 2 slams +16 (1d6+8)
Ranged rock +12 (2d6+9)
Space 10 ft., Reach 10 ft.
Special Attacks rock throwing (120 ft.)
Spell-Like Abilities (CL 12th; concentration +13)
3/day—augury, bestow curse (DC 15), fog cloud

Statistics

Str 27, Dex 17, Con 19, Int 8, Wis 15, Cha 12
Base Atk +9; CMB +18; CMD 31
Feats Combat Reflexes, Improved Iron Will, Improved Sunder, Iron Will, Power Attack, Vital Strike
Skills Perception +11, Stealth +5 (+13 in swamps), Swim +16; Racial Modifiers +8 Stealth in swamps
Languages Boggard, Giant

Ecology

Environment temperate marshes
Organization solitary, gang (2–6), or tribe (7–22, plus 20% noncombatants plus 1 cleric or witch leader of 4th–8th level, 1–3 barbarian or fighter champions of 2nd–5th level, 2–12 merrows, 10–20 boggards, and 6–12 giant frogs)
Treasure standard (gaff, other treasure)

Description

Hideously ugly, marsh giants dwell in the most desolate of swamps—preferably those that share a sodden border with the sea. Marsh giants typically use a hooked club called a gaff (wielded in both hands) in combat—treat these weapons as flails, save that they do piercing damage.

Marsh giants are hateful thugs bound together by a common zealotry. Powerful opponents and beasts are the most prized of meals, though many marsh giants are also cannibals—they often attack fellow tribe members just to gorge on a particularly fearsome or delicious-looking relative.

Some marsh giants mingle with abominations from the deepest seas, creatures they believe are sent by their god. This has further contributed to their racial degradation, but the immediate offspring of these unholy unions are powerful. Deformed with tentacles, scales, and other aquatic traits, these marsh giants are known as “brineborn.” They are advanced marsh giants with the aquatic subtype, a swim speed of 40 feet, the amphibious special quality, and the following additional spell-like abilities:

Constant—speak with animals; 3/day—contagion (DC 15), confusion (DC 15), quench (DC 14).

Creatures in "Giant" Category

NameCR
Ash Giant11
Cave Giant6
Cliff Giant9
Cloud Giant11
Desert Giant9
Eclipse Giant19
Hill Giant7
Jungle Giant10
Marsh Giant8
Moon Giant15
Mountain Giant18
Ocean Giant14
Plague Giant14
River Giant6
Rune Giant17
Shadow Giant13
Slag Giant7
Stone Giant8
Storm Giant13
Sun Giant16
Taiga Giant12
Tomb Giant12
Vault Giant17
Wood Giant6