Giant, Marsh (Brineborn)

Brineborn Marsh Giant CR 9

XP 6,400
CE Large humanoid (aquatic, giant)
Init +5; Senses low-light vision; Perception +16


AC 25, touch 14, flat-footed 20 (+5 Dex, +11 natural, ֱ size)
hp 126 (12d8+72)
Fort +14, Ref +9, Will +10
Defensive Abilities rock catching


Speed 40 ft., swim 40 ft.
Melee greatclub +18/+13 (2d8+15) or 2 slams +18 (1d6+10)
Ranged rock +14 (2d6+11)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (120 ft.)
Spell-Like Abilities (CL 12th; concentration +15)

Constantspeak with animals
3/dayaugury, bestow curse (DC 17), confusion (DC 17), contagion (DC 17), fog cloud, quench (DC 16)


During Combat A brineborn casts fog cloud on the first round of combat, followed by confusion to disorient its opponents. It uses its Blind-Fight feat to attack confused opponents in the concealing mist.

Morale Cowards at heart, they attempt to flee back into the swamps when reduced to fewer than 50 hit points.


Str 31, Dex 21, Con 23, Int 12, Wis 18, Cha 16
Base Atk +9; CMB +20; CMD 35
Feats Blind-Fight, Combat Reflexes, Improved Iron Will, Iron Will, Power Attack, Vital Strike
Skills Intimidate +15, Perception +16, Stealth +13 (+21 in swamps), Survival +13, Swim +18; Racial Modifiers +8 Stealth in swamps
Languages Aquan, Common, Giant
SQ amphibious
Gear greatclub, rocks (10), fishgold armband engraved with eels entwined around humanoid figures (worth 500 gp)

ECOLOGY (from Marsh Giant)

Environment temperate marshes
Organization solitary, gang (2–6), or tribe (7–22, plus 20% noncombatants plus 1 cleric or witch leader of 4th–8th level, 1–3 barbarian or fighter champions of 2nd–5th level, 2–12 merrows, 10–20 boggards, and 6–12 giant frogs)
Treasure standard (gaff, other treasure)

Hideously ugly, marsh giants dwell in the most desolate of swamps—preferably those that share a sodden border with the sea. Marsh giants typically use a hooked club called a gaff (wielded in both hands) in combat—treat these weapons as flails, save that they do piercing damage. Marsh giants are hateful thugs bound together by a common zealotry. Powerful opponents and beasts are the most prized of meals, though many marsh giants are also cannibals—they often attack fellow tribe members just to gorge on a particularly fearsome or delicious-looking relative.

Some marsh giants mingle with abominations from the deepest seas, creatures they believe are sent by their god. This has further contributed to their racial degradation, but the immediate offspring of these unholy unions are powerful. Deformed with tentacles, scales, and other aquatic traits, these marsh giants are known as “brineborn.”

They are advanced marsh giants with the aquatic subtype, a swim speed of 40 feet, the amphibious special quality, and the following additional spell-like abilities:

Constantspeak with animals;
3/daycontagion (DC 15), confusion (DC 14), quench (DC 14).

Section 15: Copyright Notice

Pathfinder Adventure Path #46: Wake of the Watcher

Pathfinder Adventure Path #46: Wake of the Watcher. © 2011, Paizo Publishing, LLC; Author: Greg A. Vaughan.
scroll to top