Giant, Marsh
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 14), quench (DC 14).
- HP
- 102 (12d8+48)
- AC
- 21, touch 12, flat-footed 18 (+3 Dex, +9 natural, -1 size)
- Speed
- 40 ft., swim 20 ft.
- Init
- +3
- Melee
- gaff +16/+11 (2d6+12) or<p class="stat-block-2">2 slams +16 (1d6+8) </p>
- Ranged
- rock +12 (2d6+9)
- Space
- 10 ft.
- Reach
- 10 ft.
- BAB
- +9
- CMB
- +18
- CMD
- 31
- Fort
- +12
- Ref
- +7
- Will
- +8
- Defensive Abilities
- rock catching
- Racial Modifiers
- +8 Stealth in swamps
Weapons: Simple
rock throwing (120 ft.)
<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>
<p class="stat-block-1"> Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.</p>
<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear. </p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
Perception +11, Stealth +5 (+13 in swamps), Swim +16
- Type
- Humanoid
- Alignment
- CE
- Size
- Large
- 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)
- Senses
- low-light vision; Perception +11
- Languages
- Boggard, Giant
- Source
- Bestiary 2
-
Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Iron Will (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Sunder (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Vital Strike (Feat)House/Core — covered by the site's Section 15.
-
Knows spell: Augury (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Bestow Curse (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Fog Cloud (Spell)House/Core — covered by the site's Section 15.
Loading references...