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 alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Catch Rock range: null raw_description: '**__Catch Rock__** [Reaction]' requirements: 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 immunities: null items: - +1 striking gaff - sack with 5 rocks knowledge_checks: dc: 24 skills: - Society languages: - Aklo - Common - Jotun level: 8 melee: - action_cost: One Action damage: formula: 2d6+14 type: bludgeoning name: gaff plus_damage: null to_hit: 20 traits: - magical - reach 10 feet - trip - versatile P - action_cost: One Action damage: formula: 2d6+14 type: bludgeoning name: fist plus_damage: null to_hit: 20 traits: - agile - reach 10 feet name: Marsh Giant perception: 16 proactive_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: A creature adjacent to the marsh giant is __prone__ in water at least 1 foot deep effects: null failure: The target is unaffected. frequency: null full_description: null generic_description: null name: Hook Shake range: null raw_description: "**Hook Shake** **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. \n\n\ **Critical Success** The target takes 6d6+14 piercing damage and loses 5 rounds'\ \ worth of air if they were __holding their breath__. \n\n**Success** The target\ \ takes 3d6+14 piercing damage and loses 3 rounds' worth of air if they were holding\ \ their breath. \n\n**Failure** The target is unaffected. \n\n**Critical Failure**\ \ As failure, but the giant drops its gaff as well." requirements: 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: '' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Throw Rock range: null raw_description: '**__Throw Rock__** ' requirements: 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 effects: null failure: null frequency: null full_description: null generic_description: 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 success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d6+14 type: bludgeoning name: rock plus_damage: null to_hit: 20 traits: - brutal - range increment 120 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 18 fort_misc: null misc: null ref: 13 ref_misc: null will: 17 will_misc: null sense_abilities: null senses: - Perception +16 - low-light vision size: Large skills: - bonus: 18 misc: null name: 'Athletics ' - bonus: 15 misc: null name: 'Intimidation ' - bonus: 17 misc: null name: 'Religion ' source: - abbr: Bestiary 2 page_start: 125 page_stop: null speed: - amount: 35 type: Land - amount: 20 type: swim spell_lists: - dc: 23 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: mariner's curse requirement: null - heightened_level: null level: 2 spells: - frequency: null name: augury requirement: null - frequency: null name: obscuring mist requirement: null to_hit: null traits: - CE - Large - Amphibious - Giant - Humanoid type: Creature weaknesses: null