Marsh Giant

Creature 8
  • Large
  • amphibious
  • giant
  • humanoid
  • water
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

Melee ◆ gaff +20 (magical, reach 10 feet, trip, versatile p), Damage 2d6+14 bludgeoning

Melee ◆ fist +20 (agile, reach 10 feet, unarmed), Damage 2d6+14 bludgeoning

Ranged ◆ spit +20 (primal, water), Damage 5d6 bludgeoning

Occult Innate Spells DC 23, attack +13; 5th mariner's curse; 2nd augury, mist

Drowning Hook ◆ (primal, water) Requirements A creature is Prone within the marsh giant's reach

Effect The marsh giant uses its gaff to push the creature down as water bubbles up below it. The target becomes submerged in water until they are no longer prone and must hold their breath if they cannot breathe water. They take 4d6 bludgeoning damage (DC 23 basic Fortitude save) and lose 3 rounds worth of air if they fail the save.

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.

Source: Pathfinder Monster Core

Running this fight? Add the marsh giant to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

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