Marsh Giant

CR: 8 XP: 4,800


CE Large humanoid (giant)


Init: +3 Senses: low-light vision Perception: +11


Defense

AC: 21, touch 12, flat-footed 18 (+3 Dex, +9 natural, –1 size)


hp: 102 (12d8+48)


Fort: +12 Ref: +7 Will: +8


Defensive Abilities: rock catching


Offense

Speed: 40 ft., swim 20 ft.


Melee: gaff +16/+11 (2d6+12) or 2 slams +16 (1d6+8)


Ranged: rock +12 (2d6+9)


Space: 10 ft. Reach: 10 ft.


Special Attacks: rock throwing (120 ft.)


Spell-Like Abilities: (CL 12th; concentration +13) 3/day—augury, bestow curse (DC 15), fog cloud


Statistics

Str: 27 Dex: 17 Con: 19 Int: 8 Wis: 15 Cha: 12


Base Atk: +9 CMB: +18 CMD: 31


Feats: Combat Reflexes, Improved Iron Will, Improved Sunder, Iron Will, Power Attack, Vital Strike


Skills: Perception +11, Stealth +5 (+13 in swamps), Swim +16 Racial Modifiers +8 Stealth in swamps


Languages: Boggard, Giant


Ecology

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)


Description

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.

Gar–Giant, Marsh Gar–Giant, Marsh 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).

Giant, Rune This giant’s skin is black and pitted, like roughly cast iron, and etched with glowing red runes.

Source: Pathfinder Roleplaying Game Bestiary 2