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Lesser Marsh GiantCreature 6


LargeAmphibiousGiantHumanoidWater
Source Pathfinder Society Scenario #7-07: Draconic Folly
Perception +14 (low light vision)
Languages Aklo, Common, Jotun, Thalassic
Skills Athletics +15, Intimidation +12, Nature +12, Religion +14
Str +6, Dex +2, Con +4, Int +0, Wis +2, Cha +1

AC 24; Fort +16; Reflex +11; Will +15;
HP 105
Speed 35 feet (swim 20 feet)

Gaff One Action +17 (+12, +7) to hit (magical, reach 10, trip, versatile p) 2d6+10 Bludgeoning
Fist One Action +17 (+13, +9) to hit (agile, reach 10, unarmed) 2d6+10 Bludgeoning
Spit One Action +17 (+12, +7) to hit (primal, water) 4d6 Bludgeoning

Drowning Hook One Action (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 2d10 bludgeoning damage (DC 21 fortitude save) and lose 3 rounds worth of air if they fail the save.

Twist the Hook Two Actions

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 2d4 persistent,bleed damage to the creature.


Occult Innate Spells (DC 21, +13 to hit)

2nd Level: Augury, Mist
5th Level: Mariner's Curse


Dwellers of brackish coastal salt marshes and fetid bogs and swamps, marsh giants appear hideous to most airbreathers, with fishlike mouths, slimy graygreen skin, and dark, beady eyes. They prefer to eat the flesh of those they slay in battle, including other marsh giants, and guzzle stagnant water from cauldrons or directly from their swampy homes.

Marsh giant clans are insular, with each clan dedicating itself to zealous worship of a sea-dwelling deity, demon lord, or stranger entity. Whatever forces call to the marsh giants sometimes ensnare boggards and ogres as well, gathering in grim worship. Rather than favor these humanoid hangerson, marsh giants lavish attention on favored pets: krooths, giant octopuses, or primeval creatures like dinosaurs and the crocodilian deinosuchuses.

Barely topping 11 feet tall and 1,000 pounds, marsh giants are small for giants but make up for their stature with their zealotry.


Giants are massive humanoid creatures who live in remote regions throughout the world. They vary widely but are united in their hunger, requiring sustenance of their own element along with the feasts one would expect from such a massive humanoid. Although a simple matter for some giants, more esoteric types find this need a harsh reality. While a massive fistful of ice or snow alongside their meal will satisfy a frost giant, shadow giants hunger for the coagulated shadows of the Netherworld.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.

Giant

Giants are massive humanoid creatures.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Water

Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.