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 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. 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. 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: - formula: 2d6+14 type: bludgeoning name: gaff to_hit: 20 traits: - magical - reach 10 feet - trip - versatile P - action_cost: One Action damage: - 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: - 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