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There is a Legacy version here.

PFS StandardMarsh Giant

Dwellers of brackish coastal salt marshes and fetid bogs and swamps, marsh giants appear hideous to most airbreathers, with fishlike mouths, slimy gray-green skin, and dark, beady eyes. They prefer to eat the flesh of those they slay in battle, including other marsh giants, and guzzle stagnant water from cauldrons or directly from their swampy homes.
Marsh giant clans are insular, with each clan dedicating itself to zealous worship of a sea-dwelling deity, demon lord, or stranger entity. Whatever forces call to the marsh giants sometimes ensnare boggards and ogres as well, gathering in grim worship. Rather than favor these humanoid hangers-on, marsh giants lavish attention on favored pets: krooths, giant octopuses, or primeval creatures like dinosaurs and the crocodilian deinosuchuses.

Barely topping 11 feet tall and 1,000 pounds, marsh giants are small for giants but make up for their stature with their zealotry.

Recall Knowledge - Humanoid (Society): DC 24
Unspecific Lore: DC 22
Specific Lore: DC 19

Elite | Normal | Weak
Proficiency without Level

Marsh GiantCreature 8

Large Amphibious Giant Humanoid Water 
Source Monster Core pg. 164
Perception +16; low-light vision
Languages Aklo, Common, Jotun, Thalassic
Skills Athletics +18, Intimidation +15, Nature +15, Religion +17
Str +6, Dex +3, Con +4, Int +0, Wis +3, Cha +1
Items +1 striking gaff
AC 27; Fort +18, Ref +13, Will +17
HP 150
Speed 35 feet, swim 20 feet
Melee [one-action] gaff +20 [+15/+10] (magical, reach 10 feet, trip, versatile P), Damage 2d6+14 bludgeoningMelee [one-action] fist +20 [+16/+12] (agile, reach 10 feet), Damage 2d6+14 bludgeoningRanged [one-action] spit +20 [+15/+10] (primal, range 60 feet, water), Damage 5d6 bludgeoningOccult Innate Spells DC 23; 5th mariner's curse; 2nd augury, mist
Drowning Hook [one-action] (primal, water) Requirements A creature is prone within the marsh giant's reach; Effect The marsh giant uses its gaff to push the creature down as water bubbles up below it. The target becomes submerged in water until they are no longer prone and must hold their breath if they cannot breathe water. They take 4d6 bludgeoning damage (DC 23 basic Fortitude save) and lose 3 rounds worth of air if they fail the save.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 knock the target prone and create an awful wound, dealing 2d6 persistent bleed damage to the creature.

Sidebar - Advice and Rules Gaffs

Many marsh giants fight with an oversized gaff—a length of wood with a metal hook affixed to the tip. The giants use them to drown prey as humanoid fishers use them to land fish. A gaff is a common martial weapon in the club group. It deals 1d6 bludgeoning damage and has 1 Bulk. It requires one hand to use and has the trip and versatile P weapon traits. Gaffs are readily available anywhere fishers live, costing 1 gp.

All Monsters in "Giant"

NameLevel
Cloud Giant11
Fire Giant10
Frost Giant9
Marsh Giant8
Rune Giant16
Shadow Giant13
Stone Giant8

Giant

Source Monster Core pg. 164
Giants are massive humanoid creatures who live in remote regions throughout the world. They vary widely but are united in their hunger, requiring sustenance of their own element along with the feasts one would expect from such a massive humanoid. Although a simple matter for some giants, more esoteric types find this need a harsh reality. While a massive fistful of ice or snow alongside their meal will satisfy a frost giant, shadow giants hunger for the coagulated shadows of the Netherworld.

Sidebar - Locations Giant Holdings

As oversized as they are, giants tend to dwell in remote regions of the world, where they have the luxury of claiming larger territories of their own. Giants of many types reside in the Saga Lands, where their ancestors were forced to serve ancient Thassilon, and in the Mindspin Mountains.

Sidebar - Related Creatures Giant Pets

As with many people, giants enjoy keeping pets. Large animals like bears and lions, megafauna like woolly mammoths, and dinosaurs are popular among many giants. Rune giants come closest to breaking this pattern, preferring to tend to their controlled giants, but esoteric types of giants often find equally curious pets.

Sidebar - Related Creatures Other Giants

Beyond the giants detailed here, many others dwell in remote regions of the world. Wood giants are peaceful guardians of the forests, cave giants lurk alone as vicious predators, and mountain giants are horrific butchers even other giants fear.

Sidebar - Advice and Rules Oversized Themes

Giants are larger-than-life foes. While many giants have themes that tie them to elemental or magical forces, the primary theme giants share is that they embody a classic cultural trope as their basis. Fire giants, for example, can be seen as oversized smiths, while hill giants should evoke the flavor of an oversized bully.