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