Fungal Marsh Giant

Level 11
Creature· amphibiousUncommonLargeRemaster
AC 30
HP 197
Speed 35 ft.
Fort +22
Ref +18
Will +22
Perc +20
Size Large
Uncommon
Immunities disease
Resistances poison 10
Spells
Occult Innate Spells (DC 27, attack +19)
Languages aklo, chthonian, common, jotun
Senses low-light-vision
Speeds 35 ft., swim 20 ft.
Skills athletics +24, religion +22, intimidation +20, nature +20, stealth +18
Recall Knowledge nature or society DC 30

Attacks

Melee Fist +24/+20/+16(agile, reach 10 ft., unarmed)
Damage: 2d8+13 bludgeoning
Melee Scythe +24/+19/+14(deadly d10, magical, trip)
Damage: 2d10+13 slashing + 1d6 acid
Ranged Mold Spit +20/+15/+10 (range 60 ft.)(fungus, primal, water)
Damage: 6d6 poison

Abilities

Spore Clouddefensive(aura, poison)

20 feet. The fungal marsh giant exudes a faintly visible cloud of green spores when not underwater. Any creature that ends its turn in the spore cloud takes 2d6 poison damage (DC 27 fortitude save). A creature that fails this save also becomes Sickened 1 (Sickened 2 on a critical failure).

Moldy Messoffensive(fungus, primal)

Requirements A creature is Prone within the fungal marsh giant's reach

The fungal marsh giant shakes and heaves their body, causing great swaths of mold and fungal crust to slough off them and cover the prone creature. The target becomes Immobilized in the mold until they Escape and takes 6d6 poison damage (DC 27 fortitude save). The fungal marsh giant can't use Moldy Mess again for 1d4 rounds.

Twist the Hook◆◆offensive

The fungal marsh giant makes a melee Strike with its scythe. If it hits, it twists and yanks the scythe to knock the target Prone and create an awful wound, dealing 2d6 persistent bleed damage to the creature.

Description

Dwellers of brackish coastal salt marshes and fetid bogs and swamps, marsh giants appear hideous to most airbreathers, with fishlike mouths, slimy graygreen 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 hangerson, 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.


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.