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Tide Giant

Creature 13 — amphibious, giant, humanoid, water

CrasherAnvilLANDAQUATICgianthumanoidwater

On secluded beaches where the waves lap across pristine, untouched sands, tide giants dwell in solitude at the shore. They aim to live in quiet serenity, appreciating the beauty that surrounds them. Tide giants thrive on lounging on the sand, living slow while taking in the sights, sounds, and smells of the shore, all while enjoying bowls of juice and rum. Many live by the philosophy that their precious and sacred connection to the magic of the sea is deepened by enjoying the water, such as by w

Source: pathfinder-monster-core-2

Perception +21; low-light-vision
Languages common, jotun
Skills athletics +27, nature +21, survival +23
Str
+8
Dex
+6
Con
+6
Int
+0
Wis
+4
Cha
+2
Items Trident
AC 33 Fort +23 Ref +25 Will +21
HP 250
Resistances fire 10
Speed 30 feet, swim 50 feet

Offense

Melee Trident (magical, reach-10) +28, Damage 2d8+14 piercing
Ranged Trident (magical, thrown-20) +26, Damage 2d8+14 piercing
Melee Fist (agile, nonlethal, reach-10, unarmed) +27, Damage 2d4+14 bludgeoning

Abilities

Cloak of High Tide (aura, primal, water) — 10 feet.

Elemental water magic ebbs and flows into a tide giant. At the start of each of the giant's turns in combat, their cloak of high tide automatically activates if it's inactive or ends if it's already active. Any creature other than a tide giant that enters or starts its turn in the aura while it's active regains 5 healing vitality HP; this is a healing vitality effect, and a creature can benefit from it only once per round. When active, the cloak appears as a magical, flowing cloak of seafoam that billows from the tidal giant's shoulders and the back of their limbs. The cloak is inactive when the tide giant isn't in combat.
Blood Tide (primal, water) — The tide giant Swims, or Swims twice if their cloak of high tide is active. Holding out their trident, they slash those they pass, dealing 2d8 piercing plus 2d6 bleed damage (DC 24 Reflex save) to each enemy the giant moves within 10 feet of during their movement. Each creature can be affected only once during a single use of Blood Tide.
Tine and Tide (primal, water) — A wave blasts from the giant's trident in a 15-foot cone or a 5-foot burst within 100 feet. If the giant's cloak of high tide is active, this is a 30-foot cone or a 10-foot burst. Each creature in the area takes 9d8 bludgeoning damage with a DC 33 Reflex save.
Primal Innate Spells DC 33
5th Control Water

WORKS WELL WITH

SnareAQUATICA controller that pins targets in place turns each pass through the party into a guaranteed additional hit.
SniperLAND / AQUATICA ranged attacker keeps damaging isolated targets while this bruiser forces the frontline to spread thin.
WeaverAQUATICA spellcaster lowering Reflex saves increases the odds the cone burst catches multiple failing targets.

PUNISHES

✖ clumping✖ low Reflex saves✖ melee reliance
Avoid pairing with another Crasher; both want the same charge lanes through the party and will interfere with each other's positioning.
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 2.

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