Marsh Giant
CR 8, CE Large Giant
Senses: Perception 11, Low Light Vision
Speed: 40 ft., swim 20 ft. Skills: Stealth 5
Languages: Boggard, Giant
Ability Scores: Str 27 (+18), Dex 17 (+7), Con 19 (+14), Int 8 (+3), Wis 15 (+6), Cha 12 (+5)
INIT: +3 CP: +9 HP: 102 (12d8+48) SA: 11 DC: 21
AC: 21 Touch: 12 Flat-footed: 18 [+3 Dodge, +9 Natural, -1 Size]
SR: -- Vulnerable: -- Resistant: -- Bypass: --
Immunity: -- Effect Immunity: --
Combat Reflexes (ex) - The Marsh Giant gets a number of reactions equal to its dexterity bonus.
Power Attack (ex) - A Marsh Giant may choose to take a penalty to its attack roll (up to -5). For each point of penalty, the Marsh Giant does one extra point of damage. The Marsh Giant must decide to use power attack at the beginning of its turn and it applies to all attack made until the start of its next turn.
Attacks
- Melee - 2 x gaff +17 (2d6+12). Reach: 10 ft.
- Ranged - 1 x rock +12 (2d6+9). Range: 150/300/600
- Melee (Natural) - 2 x slams +16 (1d6+8). Reach: 10 ft.
Vital Strike (ex) - As a standard action, the Marsh Giant can make one attack at full bonus that deals additional damage. Roll the damage from the attack twice before adding other damage bonuses. This extra weapon damage is not multiplied on a critical hit but is still added to the total.
Rock Catching (Reaction)(ex) - Once per round, when an Marsh Giant would normally be hit by a thrown rock, it can use its reaction to attempt to catch the rock instead. To do so, it must make a Dex save DC 15 for Small rocks, DC 20 for medium rocks, and DC 25 for large ones.
- Spell Like Abilities (3/day)
Environment: temperate marshes
Organization: solitary, gang (2-6), tribe (7-22, plus 20% noncombatants plus 1 cleric witch leader of 4th-8th level, 1-3 barbarian fighter champions of 2nd-5th level, 2-12 merrows, 10-20 boggards, and 6-12 giant frogs)
Treasure: standard (gaff, other treasure)
Cold, black eyes stare out from the fish-like face of this hideous green-skinned, web-fingered, and obese giant.