This creature has the bulbous eyes of a fish, and his mottled green skin glistens with slime where it isn’t bedecked in gaudy jewelry.
Marsh Giant High Priest CR 14
Speed 40 ft.
Melee +1 trident +23/+18/+13/+8 (2d6+8) or 2 slams +22 (1d6+7)
Ranged rock +19 (1d8+7)
Space 10 ft.; Reach 10 ft.
Special Attacks channel negative energy 7/day (DC 19, 5d6), rock throwing (120 ft.), scythe of evil (5 rounds, 1/day)
Spell-Like Abilities (CL 12th; concentration +14)
Domain Spell-Like Abilities (CL 10th; concentration +16)
9/day—touch of evil (5 rounds)
9/day—icicle (1d6+5 cold damage)
Cleric Spells Prepared (CL 10th; concentration +16)
5th—ice stormD, insect plague, snake staff, summon monster V
4th—chaos hammer (DC 20), control waterD, plague carrier (DC 20), spit venom (DC 20), unholy blight (DC 20)
3rd—badger’s ferocity, deeper darkness, dispel magic, prayer, water breathingD
2nd—align weaponD (evil only), death knell (DC 18), dread bolt (DC 18), grace, hold person (DC 18), silence (DC 18), spiritual weapon
1st—cause fear (DC 17), doom (DC 17), entropic shield, magic stone, murderous command (DC 17), protection from goodD, ray of sickening (DC 17)
0th (at will)—bleed (DC 16), guidance, read magic, resistance
Str 25, Dex 19, Con 21, Int 12, Wis 23, Cha 14
Base Atk +16; CMB +24 (+26 sunder); CMD 40
Feats Channel Smite, Cleave, Combat Reflexes, Extra Channel, Improved Channel, Improved Initiative, Improved Sunder, Power Attack, Quicken Spell, Selective Channeling, Vital Strike
Skills Knowledge (religion) +19, Perception +24, Spellcraft +19, Stealth +16 (+24 in swamps), Swim +30; Racial Modifiers +8 Stealth in swamps
Languages Boggard, Common, Giant
Combat Gear necklace of fireballs (type II), potions of cure serious wounds (2); Other Gear +1 trident, amulet of natural armor +1, bracers of armor +3, belt of incredible dexterity +2, cloak of resistance +1, headband of inspired wisdom +2, ring of protection +2, wooden unholy symbol of Dagon
This grotesque marsh giant is the high priest of a large tribe. His reputation has spread throughout the entire wetlands, and he regards himself as the unofficial ruler of all marsh giants. He earned notoriety by bringing many goblins under his heel and establishing relations with the swamp’s boggards. Little occurs among the marsh giants that the high priest does not command (or at least tolerate).
The high priest’s swamp hovel is not grand, but in the muck around his shack, he secretly conceals prizes scavenged from the tribe’s victims. He also keeps a cage of shocker lizards outside his home, having become addicted to the jolts he receives when chewing the creatures.
Section 15: Copyright Notice
Pathfinder Campaign Setting: Giants Revisited © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Ryan Costello, Brian R. James, Jason Nelson, Russ Taylor, and Ray Vallese.