Marsh Giant
Creature 8- 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