🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Boggard WardenCreature 9


RareCEMediumAmphibiousBoggardHumanoid
Source Pathfinder Kingmaker
Perception +19 (darkvision)
Languages Abyssal, Boggard, Common
Skills Athletics +19, Intimidation +18, Stealth +19, Survival +17
Str +6, Dex +4, Con +3, Int +0, Wis +4, Cha +3

AC 28; Fort +18; Reflex +19; Will +17;
HP 160
Speed 20 feet (swim 25 feet)

Trident One Action +22 (+17, +12) to hit (magical, thrown 10) 2d8+9 Piercing
Trident One Action +22 (+17, +12) to hit (magical, thrown 20) 2d8+9 Piercing
Blowgun One Action +20 (+16, +12) to hit (agile, magical, nonlethal, range increment 20, reload 1) 1 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.

Nature's Edge

Boggard wardens are trained to take advantage of their foes' weak points when they're on unfavorable terrain. Enemies are Flat-Footed to the boggard warden if they're in natural difficult terrain.

Sneak Attack

A boggard warden deals 2d6 extra 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 Stride

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

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

The boggard warden unleashes a terrifying croak. Any non-boggard within 30 feet becomes Frightened 1 unless they succeed at a DC 28 will save.

Those who critically succeed are temporarily immune for 1 minute.

Tongue Grab

If the boggard warden 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 24 and dealing at least 10 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.


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

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Amphibious

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

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