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From Pathfinder #211: The Secret of Deathstalk Tower, which isn't enabled.

Fungal Marsh Giant

CREATURE 11

Variant marsh giant

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.


Perception +20; low-light vision
Languages Aklo, Chthonian, Common, Jotun
Skills Athletics +24, Intimidation +20, Nature +20, Religion +22, Stealth +18 (+22 in fungal swamps)
Str +7, Dex +3, Con +5, Int +0, Wis +5, Cha +3
Items Scythe

AC 30; Fort +22, Ref +18, Will +22
HP 197; Immunities disease; Resistances poison 10
Spore Cloud (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 basic Fortitude save). A creature that fails this save also becomes Sickened 1 (Sickened 2 on a critical failure).


Speed 35 feet, swim 20 feet
Melee Fist +24 (agile, reach 10, unarmed), Damage 2d8+13 bludgeoning
Melee Scythe +24 (deadly d10, magical, trip), Damage 2d10+13 slashing
Melee Mold Spit +20 (fungus, primal, water), Damage 6d6 poison
Occult Innate Spells DC 27, attack +19; 6th Toxic Cloud; 5th Wall of Thorns; 2nd Augury, Mist
Moldy Mess (fungus, primal)
Requirements A creature is Prone within the fungal marsh giant's reach

Effect 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 basic Fortitude save). The fungal marsh giant can't use Moldy Mess again for 1d4 rounds.
Twist the Hook

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.

Pathfinder #211: The Secret of Deathstalk TowerORC