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Marsh Giant

Half-hidden by rotting vegetation and moldering wood towers a hulking brute, a savage giant the color of stagnant swamp water. Animal bones, filthy skins, and crude wooden fetishes barely cover its brutish frame, and two piercing white eyes stare hungrily from beneath a sloped brow.

Marsh Giant CR 8

Source Pathfinder #5: Sins of the Saviors pg. 82, Bestiary 2 pg. 129
CE Large giant
Init +3; Senses low-light vision; Listen +3, Spot +5


AC 21, touch 12, flat-footed 18 (+3 Dex, +9 natural, -1 size)
hp 123 (13d8+65)
Fort +15, Ref +7, Will +7


Speed 40 ft., swim 20 ft.
Melee greatclub +14/+9 (2d8+9) or slam +14 (1d4+6)
Ranged rock +12 (2d6+6)
Space 10 ft., Reach 10 ft.
Special Attacks rock throwing
Spell-Like Abilities (CL 6th)
2/day - bestow curse (DC 15), fog cloud
1/day - augury


Str 23, Dex 17, Con 20, Int 8, Wis 13, Cha 12
Base Atk +9; Grapple +19
Feats Combat Reflexes, Great Fortitude, Improved Sunder, Iron Will, Power Attack
Skills Hide +1 (+9 in swamps), Knowledge (nature) +1, Listen +3, Move Silently +7, Spot +5, Survival +3, Swim +14; Racial Modifiers +8 Hide (swampy terrain only)
Languages Giant
SQ rock catching


Environment temperate marshes
Organization solitary, gang (2-6), tribe (7-16 plus 20% noncombatants)
Treasure standard
Advancement 14-19 HD (Large)
Level Adjustment +5

Special Abilities

Rock Throwing (Ex) The range increment is 100 feet for a marsh giant's thrown rocks.


Barely topping 11 feet tall, marsh giants are small for giants but make up for their relatively diminutive stature with their heathen zealotry. Their flat features and bulging eyes mark them as particularly ugly giants — even by the standards of their hill giant kin. The rotten shade of their skin allows them to easily blend into their swampy homes. Their dealings with profane forces from the depths of the sea beyond the edges of their swampy environs have also granted them a number of eerie magical abilities.

Marsh giants speak a throaty variation of Giant littered with various exclamations in Boggard, which turns most humanoids’ stomachs to hear.

Variant Marsh Giant

As the culmination of unnatural rites, marsh giants sometimes breed with sea-spawn horrors they perceive as the servants of a dark god. The briny-smelling offspring that result from these couplings typically have grotesque, fish-like features and a variety of strange abilities. Each, independent of its kin, scours the depths of the swamps with an unknowable but doubtlessly perverse intent. These “brineborn” have the same stats as marsh giants, but are CR 9, bear the aquatic subtype, and have a swim speed of 40 feet, along with the following additional abilities.

Amphibious (Ex): Although brineborn are aquatic, they can survive indefinitely on land.

Spell-like Abilities: At will — speak with animals; 3/day — contagion (DC 15), diminish plants (DC 14), quench (DC 14).