Marsh and Rune Giants

Marsh giants dwell in desolate swamps, shunning the Icons and other giants for their chosen gods. Most marsh giants worship brutal, violent gods, ones avoided by the Priestess and even the Crusader. They are not organized or militant enough to appeal to the Crusader, instead being insular and petty, sacrificing captured travellers in the hopes of getting enough power to rise up against the Icons. So far, this hasn’t panned out greatly, though some marsh giants are being born with powerful mutations such as scales, tentacles, and occasionally even powerful innate magics, so perhaps someday the marsh giants may rise up to greater influence.

A 13th Age stat block for the marsh giant. The text is available below this picture.

Marsh Giant
Large 6th level troop [giant]
Initiative: +8
Vulnerability: Lightning
Hooked Gaff +11 vs. AC – 35 damage.
Natural Even Hit: The target also takes 10 ongoing damage.
Natural Even Miss: 15 damage.
R: Thrown Rock +9 vs. PD (one nearby enemy or far away enemy at -2 atk) – 30 damage.
C: Watery Curse +11 vs. MD (one nearby enemy) – The target is weakened any time its in contact with water (save ends).
Limited Use: 1/battle.
Swimmer.
AC 20 PD 20 MD 16 HP 210

Rune giants are the creation of a previous Archmage, fusing together several powerful types of giants and forging powerful magical runes into their flesh. These runes grant protection from elements and can unleash great showers of elemental energy, but most importantly they allow rune giants to take control of other giants. Frost, fire, stone, cloud, and even storm giants fall under the sway of a rune giant’s magic. This Archmage used his armies of enslaved giants to create a powerful empire for himself, but fell when his rune giant followers rebelled. The rune giants then splintered, as they may be nearly immortal but have no way of creating new members of their species, and in the Ages since their numbers have dwindled. Now just a few exist hidden in the edges of the world, each with a small empire of giants under their control, with failing hopes to become true kings.

A 13th Age stat block for the rune giant. The text is available below this picture.

Rune Giant
Huge 12th level leader [giant]
Initiative: +18
Giant Runic Blade +17 vs. AC (up to 3 nearby enemies) – 90 damage.
Natural Even Hit: The target is vulnerable to attacks from giants (save ends).
Miss: 45 damage.
R: Thrown Spear +17 vs. AC (2 attacks against nearby enemies, or far away enemies at -2 atk) – 80 damage.
Miss: 40 damage.
C: Rune Shower +17 vs. PD (1d4 nearby enemies) – 120 cold, fire, or lightning damage (same type for all targets).
Natural Even Hit: The target is also hampered (save ends).
Miss: 60 damage of the chosen type.
Limited Use: 1d3 times per battle, never two turns in a row.
Command Giants: As a standard action, the rune giant can command two nearby lower level giant allies to make melee basic attacks as a free action.
Resist Cold, Fire, and Lightning 14+.
AC 28 PD 26 MD 25 HP 950

Inspired by the Pathfinder 1e Bestiary 2. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!

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