Boggard Swampseer (PFS 1-24)Creature 3
Source Pathfinder Society Scenario #1-20: The Lost Legend
Perception +11 (darkvision)
Languages Abyssal, Boggard, Common
Skills Athletics +8, Intimidation +8, Medicine +9, Nature +11, Performance +8, Religion +9
Str +3, Dex +0, Con +2, Int +0, Wis +4, Cha +3
AC 18; Fort +9; Reflex +7; Will +11;
HP 40
Speed 20 feet (swim 25 feet)
Staff +10 (+5, +0) to hit (two hand d8) 1d4+6 Bludgeoning
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.
Destructive Croak (sonic)The swampseer utters a powerful croak that deals 4d6 sonic damage to any non-boggard within a 15-foot emanation (DC 19 basic fortitude save).
Any creature with the Frightened condition takes additional sonic damage equal to twice the value of their frightened condition.
The boggard can't use Destructive Croak again for 1d4 rounds
Drowning Drone (auditory, mental, sonic)Trigger The boggard swampseer or one of its allies within 60 feet attempts a saving throw against an auditory or sonic effect.
Effect The swampseer releases a croak that drowns out other sound. It rolls a performance check. It and boggard allies in the area can use the higher result of the swampseer's Performance check or their saves to resolve the effects against the auditory or sonic effect.
Swamp StrideA boggard swampseer ignores difficult terrain caused by swamp terrain features.
Terrifying Croak (auditory, emotion, fear, mental)The boggard swampseer unleashes a terrifying croak. Any non-boggard within 30-foot emanation becomes Frightened 1 unless they succeed at a DC 19 will save.
Those who critically succeed are temporarily immune for 1 minute.
Tongue GrabIf the boggard swampseer 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 15 and dealing at least 4 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.
Primal Prepared Spells (DC 21, +11 to hit)
Cantrips (2nd Level): Acid Splash, Dancing Lights, Ray of Frost, Tanglefoot
1st Level: Fear, Jump, Shillelagh
2nd Level: Acid Arrow, Obscuring Mist
The boggard swampseer has been gifted with magic through its worship of the demon lord Gogunta, and uses its power to rule a boggard village, keeping the rest of the village in line and planning raids on nearby communities.
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.
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.