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Tide GiantCreature 13


LargeAmphibiousGiantHumanoidWater
Source Pathfinder Monster Core 2
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

AC 33; Fort +23; Reflex +25; Will +21;
HP 250
Speed 30 feet (swim 50 feet)
Resistances Fire 10

Trident One Action +28 (+23, +18) to hit (magical, reach 10) 2d8+14 Piercing
Trident One Action +26 (+21, +16) to hit (magical, thrown 20) 2d8+14 Piercing
Fist One Action +27 (+23, +19) to hit (agile, nonlethal, reach 10, unarmed) 2d4+14 Bludgeoning

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.

Blood Tide Two Actions (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],2d6 bleed damage (DC 24 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 Two Actions (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 reflex save.


Primal Innate Spells (DC 33, +0 to hit)

5th Level: Control Water


On secluded beaches where the waves lap across pristine, untouched sands, tide giants dwell in solitude at the shore. They aim to live in quiet serenity, appreciating the beauty that surrounds them. Tide giants thrive on lounging on the sand, living slow while taking in the sights, sounds, and smells of the shore, all while enjoying bowls of juice and rum. Many live by the philosophy that their precious and sacred connection to the magic of the sea is deepened by enjoying the water, such as by watching the sun reflect off the waves cresting the shore. Interruptions, trespassers, and other surprises upset tide giants' calm massively, turning their placid attitude into an enraged hurricane.


Spread across the world, giants are as diverse as the isolated places they inhabit. A giant makes a big impression on the local environment, especially on smaller and weaker creatures.


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.