Library / Bestiary

Giant, Marsh

CR 8.00 Humanoid CE Large HD 12
Cold, black eyes stare out from the fish-like face of this hideous green-skinned, web-fingered, and obese giant.

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)
Init
+3
Speed
40 ft., swim 20 ft.
Fort
+12
Ref
+7
Will
+8
BAB
+9
CMB
+18
CMD
31
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.
Defensive Abilities
rock catching
Racial Modifiers
+8 Stealth in swamps
str
27
+8
dex
17
+3
con
19
+4
int
8
-1
wis
15
+2
cha
12
+1

Weapons: Simple

rock throwing (120 ft.)

Universal Monster Rules

Rock Catching Ex from Universal Monster Rule
The creature (which must be of at least Large size) can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a creature that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The creature must be aware of the attack in order to make a rock catching attempt.
Rock Throwing (120 ft.) Ex from Universal Monster Rule
This creature is an accomplished rock thrower and has a +1 racial bonus on attack rolls with thrown rocks. The creature can hurl rocks up to two categories smaller than its size; for example, a Large hill giant can hurl Small rocks. A “rock” is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. The creature can hurl the rock up to five range increments. The size of the range increment varies with the creature. Damage from a thrown rock is generally twice the creature's base slam damage plus 1-1/2 times its Strength bonus.

Feats, Traits & Items

Combat Reflexes from Feat

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.

Improved Iron Will from Feat

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.

Also in: Fortune & Luck
Improved Sunder from Feat

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.

Calculated: +2 Maneuver Check Bonus
Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Power Attack from Feat

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.

Vital Strike from Feat

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 flaming), 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.

Perception +11, Stealth +5 (+13 in swamps), Swim +16

spell-like abilities:
3/day—Augury, 3/day—Bestow Curse (DC 15), 3/day—Fog Cloud
Details
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
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
9 House/Core
  • Uses feat: Combat Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Sunder (Feat) — core content under OGL 1.0a
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Power Attack (Feat) — core content under OGL 1.0a
  • Uses feat: Vital Strike (Feat) — core content under OGL 1.0a
  • Knows spell: Augury (Spell) — core content under OGL 1.0a
  • Knows spell: Bestow Curse (Spell) — core content under OGL 1.0a
  • Knows spell: Fog Cloud (Spell) — core content under OGL 1.0a
View references and cross-links for Giant, Marsh

This entry is Open Game Content. TheCrazyGM is an open library and a Forge for building — and publishing — your own.

How publishing works Browse worlds
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.