Characters

Oozlosh

CR: 14 XP: 38,400


CE Large humanoid (giant)


Init: +8 Senses: low-light vision Perception: +24


Defense

AC: 28, touch 15, flat-footed 24 (+3 armor, +2 deflection, +4 Dex, +10 natural, –1 size)


HP: 209 (22 HD; 12d8+10d8+110)


Fort: +21 Ref: +12 Will: +18


Defensive Abilities: rock catching


Resist: cold 10


Offense

Speed: 40 ft.


Melee: +1 trident +23/+18/+13/+8 (2d6+8) or 2 slams +22 (1d6+7)


Ranged: rock +19 (1d8+7)


Space: 10 ft. Reach: 10 ft.


Special Attacks: channel negative energy 7/day (DC 19, 5d6), rock throwing (120 ft.), scythe of evil (5 rounds, 1/day)


Spell-Like Abilities: (CL 12th; concentration +14) 3/day—augury, bestow curse (DC 16), fog cloud MARSH GIANT BAGS The following list of random treasure includes items one might normally find either on a marsh giant’s person or in his dwelling. d% Item 01–10 Fish bones 11–15 A half-eaten bird 16–20 Chunks of dried humanoid flesh 21–25 Dried moss for chewing or smoking 26–30 Petrified scoop-stick for digging in mud 31–40 Crude wooden unholy symbol of Dagon 41–45 Extra gaff hook 46–50 Mushrooms that have specific effects (GM’s choice) when eaten 51–60 Club studded with dire crocodile teeth 61–66 A live poisonous snake 67–72 Piece of swamp creature useful as spell component 73–77 Flask of murky water (acts as ingested poison) 78–82 Loose coins (worth 1d10  20 gp) 83–86 Several medium-quality gems wrapped in snakeskin (1d6  100 gp) 87–90 Gold necklace from the sea-spawn (700 gp) 91–94 +1 short sword used as whittling knife 95–97 Wand of cure light wounds (1d20+15 charges remaining) mixed in with ordinary sticks 98–100 Withered hand of the mage dangling from a vine Marsh Giant (CL 10th; concentration +16) 9/day—touch of evil (5 rounds) 9/day—icicle (1d6+5 cold damage)


Spells Prepared: (CL 10th; concentration +16) 5th—ice stormD, insect plague, snake staff*, summon monster V 4th—chaos hammer (DC 20), control waterD, plague carrier** (DC 20), spit venom** (DC 20), unholy blight (DC 20) 3rd—badger’s ferocity**, deeper darkness, dispel magic, prayer, water breathingD 2nd—align weaponD (evil only), death knell (DC 18), dread bolt** (DC 18), grace*, hold person (DC 18), silence (DC 18), spiritual weapon 1st—cause fear (DC 17), doom (DC 17), entropic shield, magic stone, murderous command** (DC 17), protection from goodD, ray of sickening** (DC 17) 0 (at will)—bleed (DC 16), guidance, read magic, resistance D Domain spell, Domains Evil, Water * See the Advanced Player’s Guide. ** See Ultimate Magic.


Statistics

Str: 25 Dex: 19 Con: 21 Int: 12 Wis: 23 Cha: 14


Base Atk: +16 CMB: +24 (+26 sunder) CMD: 40


Feats: Channel Smite, Cleave, Combat Reflexes, Extra Channel, Improved Channel, Improved Initiative, Improved Sunder, Power Attack, Quicken Spell, Selective Channeling, Vital Strike


Skills: Knowledge (religion) +19, Perception +24, Spellcraft +19, Stealth +16 (+24 in swamps), Swim +30, Racial Modifiers +8 Stealth in swamps


Languages: Boggard, Common, Giant


Combat Gear: necklace of fireballs (type II), potions of cure serious wounds (2)


Other Gear: +1 trident, amulet of natural armor +1, bracers of armor +3, belt of incredible dexterity +2, cloak of resistance +1, headband of inspired wisdom +2, ring of protection +2, wooden unholy symbol of Dagon The grotesque marsh giant known as Oozlosh is the high priest of a large tribe in Varisia’s Mushfens. His reputation has spread throughout the entire wetlands, and he regards himself as the unofficial ruler of all marsh giants in that wild region. He earned notoriety by bringing many goblins in southern Varisia under his heel and establishing relations with the swamp’s boggards. Little occurs among the marsh giants of the Mushfens that the high priest does not command (or at least tolerate). The Mushfens are bordered on the south by Conqueror’s Bay, forming a long coastline where the brutes practice their frightening rituals to Dagon. They are visited often by the demon lord’s sea-spawn, resulting in many births of deformed brineborn. One of Dagon’s horrific emissaries stays with Oozlosh’s tribe occasionally, reveling in the giants’ vulgar devotion. It has tasked Oozlosh with safeguarding the tribe’s brineborn until they are called to fulfill a dark purpose, a secret the high priest guards with his life. Oozlosh’s zealotry for Dagon knows no bounds. He debases himself physically to honor the demon lord and expects his followers to do the same. The high priest’s swamp hovel is not grand, but in the muck around his shack, he secretly conceals prizes scavenged from the tribe’s victims. Oozlosh also keeps a cage of shocker lizards outside his home, having become addicted to the jolts he receives when chewing the creatures. Pathfinder Campaign Setting: Giants Revisited Rune Giant WHEN HIROSHI REACHED THE KODAR MOUNTAINS, HE KNEW HIS GOAL WAS WITHIN REACH. HE HAD ALMOST MADE IT TO VARISIA, WHERE HIS FATHER WAS SUPPOSEDLY BURIED, AND THOUGH HIS MUSCLES ACHED AND HIS HORSE BEGGED HIM TO END HIS FUTILE CHASE, HE CONTINUED ONWARD THROUGH THE PERILOUS PEAKS OF NORTHERN AVISTAN. IT WASN’T UNTIL HE WAS ON THE SOUTHERN SIDE OF THE MOUNTAINS THAT HIROSHI REALIZED HE WASN’T ALONE. TURNING TO FACE WEST, HE SAW A GREAT SHADOW IN THE DISTANCE, AND QUICKLY REALIZED JUST HOW FATAL AN ERROR HIS OBLIVIOUSNESS MIGHT HAVE BEEN. —BAGAR IRAMOLI, AGANHEI: STORIES OF THE DISTANT EAST Rune Giant A mong the largest of all giantkind, rune giants epitomize domination by force, and subject lesser beings to their foul rule via mind- twisting magic and sheer strength. As tyrannically cruel as they are massive, these terrors sport the tusked visage of a demonic mask, skin as black as volcanic glass, and crimson hair that invokes thoughts of both fire and blood. Their ebon skin is covered in dozens of ancient runes, which range in size from inches to feet. These characters of legend are neither tattoos nor scarifications, a rune giant’s markings appear at birth, and serve as the unfiltered manifestations of their unknowable powers over the mind and body. Rare in the extreme, rune giants remain little more than shadowy boogeymen to most other giants, and smaller humanoids scarcely realize they exist at all. Despite what rune giants see as an imperative to exert their dominion over lesser giants and other humanoids, they are seldom seen by others, because of both their relatively small population and their ability to work from behind the scenes to manipulate those around them. Even hunters, rangers, and other wanderers who have journeyed across the frozen peaks of the world swear that nothing so horrible as the fabled rune giants could possibly exist, even though such explorers may have come within mere miles of a rune giant clan’s high and hidden lair. All other giants fear and loathe rune giants, for it is well known among giantkind that they were created to enslave others of their mammoth race, and many giant tribes still bear the scars inflicted upon their peoples during their subjugation by rune giants thousands of years ago. Some giants of lesser intellect, such as ogres and trolls, revere rune giants like dark gods, knowing that under these colossi’s reign they can accomplish great acts of destruction and evil. Others, however, know that to worship such beings is equivalent to slavery, because once a rune giant has made a creature her minion, rare is the day she will grant that pawn any manner of freedom. When rune giants move into an area or are discovered to be nearby, most other giant clans make no attempt at peace, truce, or alliance—they simply leave their own homes and lairs behind and move on. “Easier to reason with an avalanche than make peace with a rune giant, ” goes the ancient frost giant saying.


Description

Male marsh giant cleric of Dagon 10

Source: Giants Revisited, p. 39