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SepokoCreature 11


UniqueCEMediumAmphibiousBoggardHumanoid
Source Pathfinder Kingmaker
Perception +22 (darkvision)
Languages Boggard
Skills Athletics +21, Deception +23, Intimidation +21, Religion +20, Stealth +20, Survival +20
Str +4, Dex +3, Con +4, Int +0, Wis +5, Cha +4

AC 31; Fort +21; Reflex +18; Will +24;
HP 200
Speed 20 feet (swim 25 feet)

Mace One Action +22 (+17, +12) to hit (magical, shove) 1d6 Cold + 2d6+8 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.

Divine Font (Harm)

Through your deity's blessing, you gain additional spells that channel either the life force called positive energy or its counterforce, negative energy. When you prepare your spells each day, you can prepare additional Heal or Harm spells, depending on your deity. Once you choose, you can't change your choice short of an ethical shift or divine intervention.

Harmful Font You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only harm spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier.

Inveigled

Sepoko has been inveigled by the naga Ngara. This effect can be removed with Dispel Magic (6th level; counteract DC 31).

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 30 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 27 and dealing at least 14 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.


Divine Prepared Spells (DC 30, +22 to hit)

Cantrips (6th Level): Daze, Divine Lance, Prestidigitation, Read Aura, Shield
1st Level: Command, Harm, Heal, Sanctuary
2nd Level: Darkness, Dispel Magic, Resist Energy, Spiritual Weapon
3rd Level: Blindness, Stinking Cloud
4th Level: Air Walk, Divine Wrath
5th Level: Flame Strike, Summon Fiend
6th Level: Blade Barrier

Cleric Domain Spells (DC 30, +22 to hit)

1st Level: Touch of Obedience
4th Level: Commanding Lash


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

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

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.