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Giant, Marsh (Brineborn)


Brineborn Marsh Giant CR 9

XP 6,400
CE Large humanoid (aquatic, giant)
Init +5; Senses low-light vision; Perception +16

DEFENSE

AC 25, touch 14, flat-footed 20 (+5 Dex, +11 natural, ֱ size)
hp 126 (12d8+72)
Fort +14, Ref +9, Will +10
Defensive Abilities rock catching

OFFENSE

Speed 40 ft., swim 40 ft.
Melee greatclub +18/+13 (2d8+15) or 2 slams +18 (1d6+10)
Ranged rock +14 (2d6+11)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (120 ft.)
Spell-Like Abilities (CL 12th; concentration +15)

Constant--speak with animals
3/day
--augury, bestow curse (DC 17), confusion (DC 17), contagion (DC 17), fog cloud, quench (DC 16)

TACTICS

During Combat A brineborn casts fog cloud on the first round of combat, followed by confusion to disorient its opponents. It uses its Blind-Fight feat to attack confused opponents in the concealing mist.

Morale Cowards at heart, they attempt to flee back into the swamps when reduced to fewer than 50 hit points.

STATISTICS

Str 31, Dex 21, Con 23, Int 12, Wis 18, Cha 16
Base Atk +9; CMB +20; CMD 35
Feats Blind-Fight, Combat Reflexes, Improved Iron Will, Iron Will, Power Attack, Vital Strike
Skills Intimidate +15, Perception +16, Stealth +13 (+21 in swamps), Survival +13, Swim +18; Racial Modifiers +8 Stealth in swamps
Languages Aquan, Common, Giant
SQ amphibious
Gear greatclub, rocks (10), fishgold armband engraved with eels entwined around humanoid figures (worth 500 gp)