Boggard HunterCreature 7
Source Pathfinder #171: Hurricane's Howl
Perception +14 (darkvision)
Languages Boggard
Skills Athletics +16, Intimidation +12, Stealth +15, Survival +14
Str +5, Dex +2, Con +3, Int -1, Wis +3, Cha +1
AC 24; Fort +18; Reflex +15; Will +12;
HP 140
Speed 20 feet (swim 25 feet)
Greatclub +18 (+13, +8) to hit (backswing, shove) 1d10+7 Bludgeoning
Tongue +18 (+13, +8) to hit (reach 10) 1d4+7 Bludgeoning
Javelin +15 (+10, +5) to hit (thrown 30) 1d6+7 Piercing
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Sneak AttackA boggard hunter deals an additional 2d6 precision damage precision damage to flat-footed creatures.
When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.
Swamp StrideA boggard hunter ignores difficult terrain caused by swamp terrain features.
Terrifying Croak (auditory, emotion, fear, mental)The boggard unleashes a terrifying croak. Any non-boggard within 30 feet becomes Frightened 1 unless they succeed at a DC 25 will save; those who critically succeed are temporarily immune for 1 minute.
Tongue GrabIf a boggard hunter hits a creature with her tongue, that creature becomes Grabbed. Unlike with a normal grab, the creature isn't Immobilized, but it can't move beyond the reach of the boggard hunter's tongue.
A creature can sever the tongue by hitting AC 22 and dealing at least 7 slashing damage. Though this doesn't deal any damage to the boggard, it prevents it from using their tongue Strike until they regrows their tongue, which takes a week.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AmphibiousAn 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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.