Actions/Abilities/Traits: Pathfinder 2e
Ability
Catch Rock
Ability
Hook Shake
Circumstance: A creature adjacent to the marsh giant is prone in water at least
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.
Ability
Occult Innate Spells
DC 23; 5th mariner's curse; 2nd augury, obscuring mist
Ability
Throw Rock
Ability
Twist the Hook
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.
Offense
Melee
Circumstance: combat round (melee)
gaff +20 [+15/+10] (magical, reach 10 feet, trip, versatile P), Damage 2d6+14 bludgeoning
Offense
Ranged
Circumstance: combat round (ranged)
rock +20 [+15/+10] (brutal, range increment 120 feet), Damage 2d6+14 bludgeoning
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Trait
Giant
Giants are massive humanoid creatures.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
+1 striking gaff
sack with 5 rocks
Language
Aklo
Common
Jotun
Perception
low-light vision
Actions/Abilities/Traits: Pathfinder 2e