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Boggard ScoutCreature 1

Source Pathfinder Bestiary
Perception +7 (darkvision)
Languages Boggard, Common
Skills Acrobatics +5, Athletics +8, Stealth +7
Str +3, Dex +2, Con +4, Int -1, Wis +2, Cha +0

AC 16; Fort +9; Reflex +5; Will +7;
HP 24
Speed 20 feet (swim 25 feet)

Morningstar One Action +8 (+3, -2) to hit (versatile p) 1d6+3 Bludgeoning
Sling One Action +7 (+2, -3) to hit (propulsive, range increment 50, reload 1) 1d6+1 Bludgeoning


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.

Swamp Stride

A boggard scout ignores difficult terrain caused by swamp terrain features.

Terrifying Croak One Action (auditory, emotion, fear, mental)

The boggard scout unleashes a terrifying croak. Any non-boggard within 30 feet becomes Frightened 1 unless they succeed at a DC 17 will save.

Those who critically succeed are temporarily immune for 1 minute.

Tongue Grab

If the boggard scout hits a creature with its tongue, that creature becomes Grabbed by the boggard. Unlike with a normal grab, the creature isn't Immobilized, but it can't move beyond the reach of the boggard's tongue.

A creature can sever the tongue by hitting AC 13 and dealing at least 2 slashing damage. Though this doesn't deal any damage to the boggard, it prevents it from using its tongue Strike until it regrows its tongue, which takes a week.

Often tasked with patrolling the borders of their lands, boggard scouts learn to speak another language (typically Common) to make it easier to issue threats and insults toward trespassers.

Boggards are aggressive humanoid amphibians that thrive in swamps, marshes, and even some rain forests. Boggards hatch from eggs into tadpoles, fiercely competing for food and even consuming their siblings in that struggle. Over 3 years, the surviving boggards develops arms, legs, and lungs while learning the rudiments of hunting, crafts, and warfare-everything needed to survive in their might-makes-right society. At the top of most boggard hierarchies lords a hulking swampseer imbued with sinister divine magic.



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.


An 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.


Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.