All | Unique
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Families | Templates | Types | Subtypes | Universal Monster Rules


Oozlosh, Marsh Giant High Priest

This creature has the bulbous eyes of a fish, and his mottled green skin glistens with slime where it isn’t bedecked in gaudy jewelry.

Oozlosh, Marsh Giant High Priest CR 14

Source Giants Revisited pg. 38
XP 38,400
Male marsh giant cleric of Dagon 10
CE Large humanoid (giant)
Init +8; Senses low-light vision; Perception +24

Defense

AC 28, touch 15, flat-footed 24 (+3 armor, +2 deflection, +4 Dex, +10 natural, –1 size)
hp 209 (22 HD; 12d8+10d8+110)
Fort +21, Ref +12, Will +18
Defensive Abilities rock catching; Resist cold 10

Offense

Speed 40 ft.
Melee +1 trident +23/+18/+13/+8 (2d6+8) or 2 slams +22 (1d6+7)
Ranged rock +19 (1d8+7)
Space 10 ft., Reach 10 ft.
Special Attacks channel negative energy 7/day (DC 19, 5d6), rock throwing (120 ft.), scythe of evil (5 rounds, 1/day)
Spell-Like Abilities (CL 12th; concentration +14)
3/day—augury, bestow curse (DC 16), fog cloud
Domain Spell-Like Abilities (CL 10th; concentration +16)
9/day—touch of evil (5 rounds)
9/day—icicle (1d6+5 cold damage)
Cleric Spells Prepared (CL 10th; concentration +16)
5th—ice stormD, insect plague, snake staff*, summon monster V
4th—chaos hammer (DC 20), control waterD, plague carrier** (DC 20), spit venom** (DC 20), unholy blight (DC 20)
3rd—badger’s ferocity**, deeper darkness, dispel magic, prayer, water breathingD
2nd—align weaponD (evil only), death knell (DC 18), dread bolt** (DC 18), grace*, hold person (DC 18), silence (DC 18), spiritual weapon
1st—cause fear (DC 17), doom (DC 17), entropic shield, magic stone, murderous command** (DC 17), protection from goodD, ray of sickening** (DC 17)
0 (at will)—bleed (DC 16), guidance, read magic, resistance
D Domain spell; Domains Evil, Water
* See the Advanced Player’s Guide.
** See Ultimate Magic.

Statistics

Str 25, Dex 19, Con 21, Int 12, Wis 23, Cha 14
Base Atk +16; CMB +24 (+26 sunder); CMD 40
Feats Channel Smite, Cleave, Combat Reflexes, Extra Channel, Improved Channel, Improved Initiative, Improved Sunder, Power Attack, Quicken Spell, Selective Channeling, Vital Strike
Skills Knowledge (religion) +19, Perception +24, Spellcraft +19, Stealth +16 (+24 in swamps), Swim +30; Racial Modifiers +8 Stealth in swamps
Languages Boggard, Common, Giant
Combat Gear necklace of fireballs (type II), potions of cure serious wounds (2); Other Gear +1 trident, amulet of natural armor +1, bracers of armor +3, belt of incredible dexterity +2, cloak of resistance +1, headband of inspired wisdom +2, ring of protection +2, wooden unholy symbol of Dagon

Description

The grotesque marsh giant known as Oozlosh is the high priest of a large tribe in Varisia’s Mushfens. His reputation has spread throughout the entire wetlands, and he regards himself as the unofficial ruler of all marsh giants in that wild region. He earned notoriety by bringing many goblins in southern Varisia under his heel and establishing relations with the swamp’s boggards. Little occurs among the marsh giants of the Mushfens that the high priest does not command (or at least tolerate).

The Mushfens are bordered on the south by Conqueror’s Bay, forming a long coastline where the brutes practice their frightening rituals to Dagon. They are visited often by the demon lord’s sea-spawn, resulting in many births of deformed brineborn. One of Dagon’s horrific emissaries stays with Oozlosh’s tribe occasionally, reveling in the giants’ vulgar devotion. It has tasked Oozlosh with safeguarding the tribe’s brineborn until they are called to fulfill a dark purpose, a secret the high priest guards with his life.

Oozlosh’s zealotry for Dagon knows no bounds. He debases himself physically to honor the demon lord and expects his followers to do the same. The high priest’s swamp hovel is not grand, but in the muck around his shack, he secretly conceals prizes scavenged from the tribe’s victims. Oozlosh also keeps a cage of shocker lizards outside his home, having become addicted to the jolts he receives when chewing the creatures.