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Tide Giant

On secluded beaches where the waves lap across pristine, untouched sands, tide giants dwell in solitude at the shore. They aim to live in quiet serenity, appreciating the beauty that surrounds them. Tide giants thrive on lounging on the sand, living slow while taking in the sights, sounds, and smells of the shore, all while enjoying bowls of juice and rum. Many live by the philosophy that their precious and sacred connection to the magic of the sea is deepened by enjoying the water, such as by watching the sun reflect off the waves cresting the shore. Interruptions, trespassers, and other surprises upset tide giants' calm massively, turning their placid attitude into an enraged hurricane.

Recall Knowledge - Humanoid (Society): DC 31
Unspecific Lore: DC 29
Specific Lore: DC 26

Elite | Normal | Weak
Proficiency without Level

Tide GiantCreature 13

Large Amphibious Giant Humanoid Water 
Source Monster Core 2 pg. 165
Perception +21; low-light vision
Languages Common, Jotun
Skills Athletics +27, Nature +21, Survival +23
Str +8, Dex +6, Con +6, Int +0, Wis +4, Cha +2
Items +1 striking returning trident
AC 33; Fort +23, Ref +25, Will +21
HP 250; Resistances fire 10
Cloak of High Tide (aura, primal, water) 10 feet. Elemental water magic ebbs and flows into a tide giant. At the start of each of the giant's turns in combat, their cloak of high tide automatically activates if it's inactive or ends if it's already active. Any creature other than a tide giant that enters or starts its turn in the aura while it's active regains 5 HP; this is a healing vitality effect, and a creature can benefit from it only once per round. When active, the cloak appears as a magical, flowing cloak of seafoam that billows from the tidal giant's shoulders and the back of their limbs. The cloak is inactive when the tide giant isn't in combat.
Speed 30 feet, swim 50 feet
Melee [one-action] trident +28 [+23/+18] (magical, reach 10 feet), Damage 2d8+14 piercingMelee [one-action] fist +27 [+23/+19] (agile, nonlethal, reach 10 feet, unarmed), Damage 2d4+14 bludgeoningRanged [one-action] trident +26 [+21/+16] (magical, thrown 20 feet), Damage 2d8+14 piercingPrimal Innate Spells DC 33; 5th control water
Blood Tide [two-actions] (primal, water) The tide giant Swims, or Swims twice if their cloak of high tide is active. Holding out their trident, they slash those they pass, dealing 2d8 piercing damage and 2d6 persistent bleed damage (DC 24 basic Reflex save) to each enemy the giant moves within 10 feet of during their movement. Each creature can be affected only once during a single use of Blood Tide.Tine and Tide [two-actions] (primal, water) A wave blasts from the giant's trident in a 15-foot cone or a 5-foot burst within 100 feet. If the giant's cloak of high tide is active, this is a 30-foot cone or a 10-foot burst. Each creature in the area takes 9d8 bludgeoning damage with a DC 33 basic Reflex save.

Sidebar - Locations On The Beach

Despite being able to dwell entirely underwater, tide giants favor building their homes near beaches to advantageously use land and sea as they wish. Their bungalows are open to the elements. They’re also quite cluttered, with treasures that washed ashore heaped in disorganized piles of driftwood, fish skeletons, seashells, broken bottles, and more.

All Monsters in "Giant"

NameLevel
Ash Giant11
Cave Giant6
Cloud Giant11
Desert Giant6
Fire Giant10
Frost Giant9
Hill Giant7
Marsh Giant8
Plague Giant14
Rune Giant16
Shadow Giant13
Shadow Giant13
Giant, Smog7
Stone Giant8
Storm Giant13
Taiga Giant12
Tide Giant13
Tomb Giant12
Wood Giant6

Giant

Source Monster Core pg. 164 1.1
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, and frost giants should evoke the theme of an oversized Viking warrior.

Shelyn's Corner

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