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Marsh Giant

Creature 8 — amphibious, giant, humanoid, water

SnareCrasherLANDAQUATICgianthumanoidwater

Dwellers of brackish coastal salt marshes and fetid bogs and swamps, marsh giants appear hideous to most airbreathers, with fishlike mouths, slimy graygreen skin, and dark, beady eyes. They prefer to eat the flesh of those they slay in battle, including other marsh giants, and guzzle stagnant water from cauldrons or directly from their swampy homes. Marsh giant clans are insular, with each clan dedicating itself to zealous worship of a sea-dwelling deity, demon lord, or stranger entity. Whateve

Source: pathfinder-monster-core

Perception +16; low-light-vision
Languages aklo, common, jotun, thalassic
Skills athletics +18, intimidation +15, nature +15, religion +17
Str
+6
Dex
+3
Con
+4
Int
+0
Wis
+3
Cha
+1
Items Gaff
AC 27 Fort +18 Ref +13 Will +17
HP 150
Speed 35 feet, swim 20 feet

Offense

Melee Gaff (magical, reach-10, trip, versatile-p) +20, Damage 2d6+14 bludgeoning
Melee Fist (agile, reach-10, unarmed) +20, Damage 2d6+14 bludgeoning
Ranged Spit (primal, water) +20, range 60 feet, Damage 5d6 bludgeoning

Abilities

Drowning Hook (primal, water) —
Twist the Hook — The marsh giant makes a melee Strike with its gaff. If it hits, it twists and yanks the gaff to knock the target Prone and create an awful wound, dealing 2d6 persistent bleed damage to the creature.
Occult Innate Spells DC 23, attack +13
5th Mariner's Curse
2nd Augury, Mist

WORKS WELL WITH

AnvilLAND / AQUATICA frontline tank holds the line while the giant hooks and drags a target out of position.
WeaverLAND / AQUATICA caster punishes the target the giant's gaff has already knocked Prone and bleeding.

PUNISHES

✖ standing still✖ melee reliance✖ low Fort
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core.

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