Blaanlool

Level 8
Creature· amphibiousUniqueLargeLegacy
AC 27
HP 150
Speed 35 ft.
Fort +18
Ref +13
Will +17
Perc +16
Size Large
Unique
Resistances cold 5
Spells
Occult Innate Spells (DC 23, attack +13)
Languages aklo, common, jotun
Senses low-light-vision
Speeds 35 ft., swim 20 ft.
Skills athletics +18, religion +17, intimidation +15
Recall Knowledge society DC 34

Attacks

Melee Gaff +20/+15/+10(magical, reach 10 ft., trip, versatile P)
Damage: 2d6+14 bludgeoning
Melee Fist +20/+16/+12(agile, reach 10 ft., unarmed)
Damage: 2d6+14 bludgeoning
Ranged Rock +20/+15/+10 (range 120 ft.)(brutal)
Damage: 2d6+14 bludgeoning

Abilities

Catch Rockdefensive

Requirements The monster must have a free hand but can Release anything it's holding as part of this reaction. Trigger The monster is targeted with a thrown rock Strike or a rock would fall on the monster. Effect The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock.

Hook Shakeoffensive

Requirements A creature adjacent to the marsh giant is Prone in water at least 1 foot deep

The marsh giant uses its gaff to shake the creature back and forth and hold it underwater. The giant attempts an athletics check against the target's Fortitude DC. Critical Success The target takes (6d6+14) piercing damage and loses 5 rounds' worth of air if they were holding their breath. Success The target takes (3d6+14) piercing damage and loses 3 rounds' worth of air if they were holding their breath. Failure The target is unaffected. Critical Failure As failure, but the giant drops its gaff as well.

Throw Rockoffensive

The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.

Twist the Hook◆◆offensive

The marsh giant makes a melee Strike with its gaff. If it hits, it twists and yanks the gaff to create an awful wound, dealing 3d6 persistent bleed damage to the creature.

Description

Dwellers of brackish coastal salt marshes and fetid bogs and swamps, marsh giants are hideous in appearance indeed, with fishlike mouths, slimy gray-green skin, and dark, beady eyes. They prefer to eat the flesh of those they slay in battle, but many are also cannibals. It is perhaps this vicious behavior that keeps the creatures in check, for if a fellow marsh giant becomes too dangerous and powerful, it runs the risk of being ambushed and consumed by its clan.

Marsh giants are insular and mysterious, dedicating much of their lives to zealous worship of sea-dwelling deities or stranger entities. While there is no central religion followed by all marsh giants, many are known to venerate the demon lord Dagon, while others worship even more powerful monstrosities from the Elder Mythos, such as distant, dreaming Cthulhu.

Only rarely do more than a dozen marsh giants settle together in a location, but when they do it is often for a religious purpose. Whatever call from the deep draws them together also tugs at nearby creatures such as boggards or skum, who look upon marsh giants in fear and reverence. The grim, terrifying chants and screams coming from such an encampment are a sure sign of terror to come for any other residents of the area.

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

Traits