Tide Giant
Creature 13- 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
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.
- Speed
- 30 feet, swim 50 feet
Melee ◆ trident +28 (magical, reach 10 feet), Damage 2d8+14 piercing
Ranged ◆ trident +26 (magical, thrown 20 feet), Damage 2d8+14 piercing
Melee ◆ fist +27 (agile, nonlethal, reach 10 feet, unarmed), Damage 2d4+14 bludgeoning
Primal Innate Spells DC 33; 5th control water
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 basic 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 basic Reflex save.
Source: Pathfinder Monster Core 2