pathfinder-2-sqlite-MIRROR/data/monsters/marsh giant.yaml

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ability_mods:
cha_mod: 1
con_mod: 4
dex_mod: 3
int_mod: 0
str_mod: 6
wis_mod: 3
ac: 27
ac_special: null
active_abilities:
- action_cost: One Action
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critical_failure: As failure, but the giant drops its gaff as well.
critical_success: The target takes 6d6+14 piercing damage and loses 5 rounds' worth
of air if they were __holding their breath__.
description: null
effect: The marsh giant uses its gaff to shake the creature back and forth and hold
it underwater. The giant attempts an __Athletics__ check against the target's
Fortitude DC.
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failure: The target is unaffected.
frequency: null
maximum_duration: null
name: Hook Shake
range: null
raw_description: '**Hook Shake** [One Action] **Requirements** A creature adjacent
to the marsh giant is __prone__ in water at least 1 foot deep; **Effect** The
marsh giant uses its gaff to shake the creature back and forth and hold it underwater.
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The giant attempts an __Athletics__ check against the target''s Fortitude DC.
**Critical Success** The target takes 6d6+14 piercing damage and loses 5 rounds''
worth of air if they were __holding their breath__.
**Success** The target takes 3d6+14 piercing damage and loses 3 rounds'' worth
of air if they were holding their breath.
**Failure** The target is unaffected.
**Critical Failure** As failure, but the giant drops its gaff as well.'
requirements: A creature adjacent to the marsh giant is __prone__ in water at least
1 foot deep
saving_throw: null
stages: null
success: The target takes 3d6+14 piercing damage and loses 3 rounds' worth of air
if they were holding their breath.
traits: null
trigger: null
- action_cost: One Action
critical_failure: null
critical_success: null
description: null
effect: null
failure: null
frequency: null
maximum_duration: null
name: Throw Rock
range: null
raw_description: '**__Throw Rock__** [One Action]'
requirements: null
saving_throw: null
stages: null
success: null
traits: null
trigger: null
- action_cost: Two Actions
critical_failure: null
critical_success: null
description: The marsh giant makes a melee Strike with its gaff. If it hits, it
twists and yanks the gaff to create an awful wound, dealing 3d6 __persistent bleed
damage__ to the creature.
effect: null
failure: null
frequency: null
maximum_duration: null
name: Twist the Hook
range: null
raw_description: '**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 create an awful
wound, dealing 3d6 __persistent bleed damage__ to the creature.'
requirements: null
saving_throw: null
stages: null
success: null
traits: null
trigger: null
alignment: CE
automatic_abilities:
- action_cost: Reaction
critical_failure: null
critical_success: null
description: null
effect: null
failure: null
frequency: null
maximum_duration: null
name: Catch Rock
range: null
raw_description: '**__Catch Rock__** [Reaction]'
requirements: null
saving_throw: null
stages: null
success: null
traits: null
trigger: null
description: 'Dwellers of brackish coastal salt marshes and fetid bogs and swamps,
marsh giants are hideous in appearance indeed, with fishlike mouths, slimy gray-green
skin, and dark, beady eyes. They prefer to eat the flesh of those they slay in battle,
but many are also cannibals. It is perhaps this vicious behavior that keeps the
creatures in check, for if a fellow marsh giant becomes too dangerous and powerful,
it runs the risk of being ambushed and consumed by its clan.
Marsh giants are insular and mysterious, dedicating much of their lives to zealous
worship of sea-dwelling deities or stranger entities. While there is no central
religion followed by all marsh giants, many are known to venerate the demon lord
__Dagon__, while others worship even more powerful monstrosities from the Elder
Mythos, such as distant, dreaming Cthulhu.
Only rarely do more than a dozen marsh giants settle together in a location, but
when they do it is often for a religious purpose. Whatever call from the deep draws
them together also tugs at nearby creatures such as boggards or skum, who look upon
marsh giants in fear and reverence. The grim, terrifying chants and screams coming
from such an encampment are a sure sign of terror to come for any other residents
of the area.
Barely topping 11 feet tall and 1,000 pounds, marsh giants are small for giants
but make up for their relatively diminutive stature with their zealotry.
**__Recall Knowledge - Humanoid__ (__Society__)**: DC 24'
hp: 150
hp_misc: null
items:
- +1 striking gaff
- sack with 5 rocks
languages:
- Aklo
- Common
- Jotun
level: 8
melee_attacks:
- action_cost: One Action
damage:
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- formula: 2d6+14
type: bludgeoning
name: gaff
to_hit: 20
traits:
- magical
- reach 10 feet
- trip
- versatile P
- action_cost: One Action
damage:
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- formula: 2d6+14
type: bludgeoning
name: fist
to_hit: 20
traits:
- agile
- reach 10 feet
name: Marsh Giant
perception: 16
ranged_attacks:
- action_cost: One Action
damage:
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- formula: 2d6+14
type: bludgeoning
name: rock
to_hit: 20
traits:
- brutal
- range increment 120 feet
saves:
fort: 18
fort_misc: null
misc: null
ref: 13
ref_misc: null
will: 17
will_misc: null
senses:
- low-light vision
size: Large
skills:
- bonus: 18
misc: null
name: Athletics
- bonus: 15
misc: null
name: Intimidation
- bonus: 17
misc: null
name: Religion
sources:
- abbr: Bestiary 2
page_start: '125'
page_stop: null
speed:
- amount: 35
misc: null
type: Land
- amount: 20
misc: null
type: swim
spell_lists:
- attack_bonus: null
cantrips: null
constants: null
dc: 23
focus_points: null
misc: null
spell_lists:
- level: 5
spells:
- misc: null
name: mariner's curse
- level: 2
spells:
- misc: null
name: augury
- misc: null
name: obscuring mist
spells_source: Occult Innate Spells
traits:
- Amphibious
- Giant
- Humanoid