Bog Dragon (Ancient, Spellcaster)Creature 16
Source Pathfinder Lost Omens Draconic Codex
Perception +29 (darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 120 feet)
Languages Aklo, Common, Draconic, Necril
Skills Arcana +28, Athletics +32, Intimidation +32, Nature +28, Society +28, Stealth +32, Survival +28
Str +10, Dex +5, Con +6, Int +5, Wis +6, Cha +5
AC 38; Fort +29; Reflex +25; Will +30; +2 status to all saves vs. primal
HP 335
Speed 40 feet (burrow 30 feet, fly 100 feet, swim 60 feet)
Immunities acid, paralyzed, sleep
Jaws
+32 (+27, +22) to hit (magical, reach 15) 3d12+18 PiercingClaw
+32 (+28, +24) to hit (agile, magical, reach 10) 3d6+18 SlashingTail
+30 (+25, +20) to hit (magical, reach 20) 3d10+18 Bludgeoning+2 Status to All Saves vs. PrimalFrightful Presence (aura, emotion, fear, mental)
90 feet. DC 37 will
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
Rise Up
Trigger A creature walks on top of an ancient bog dragon who is burrowed into the mud or peat below
Requirements Initiative has not yet been rolled
Effect The bog dragon automatically notices the creature and Burrows before rolling initiative.
Tail Lash
Trigger A creature within reach of the dragon's tail makes a Strike or attempts a skill check as part of an attack action
Effect The dragon Strikes with their tail at the triggering creature with a –2 penalty. If the Strike hits, the creature takes a –2 circumstance penalty to the triggering roll.
Effect: Tail Lash
Bog Rot (acid, disease, primal)Saving Throw DC 34 fortitude
Stage 1 carrier with no ill effect (1 minute)
Stage 2 3d6 acid damage and Clumsy 1 (1 day)
Stage 3 4d6 acid damage, clumsy 1, and a –5-foot status penalty to Speed (1 day)
Stage 4 5d6 acid damage, Clumsy 2, and a –10-foot status penalty to Speed (1 day)
Stage 5 death
Nidorous Breath
(acid, primal)The dragon belches a boiling spray of fermenting stomach acid that deals 12d8[acid],2d6 persistent,acid damage in a 50-foot cone (DC 37 reflex save). They can't use Nidorous Breath again for 1d4 rounds.
Slain to Serve (downtime)A bog dragon can perform a special ritual over the body of a humanoid creature slain by bog rot to raise it as a humanoid intelligent undead.
This functions like a 8th-rank Create Undead ritual, except that it takes only 8 hours, the bog dragon doesn't require any secondary casters, and they don't need to pay a cost.
If the bog dragon critically fails the ritual's skill check, they get a failure instead.
Swallow Whole
(attack)Large, (3d12+10) acid plus Bog Rot, Rupture 33
The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.
A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.
Effect: Engulf and Swallow Whole
If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.
Swamp PassageThe bog dragon ignores difficult terrain caused by swamp terrain features.
Grab
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Knockdown
Requirements The monster's last action was a successful Strike that lists Knockdown in its damage entry
Effect The monster attempts to [/act trip] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.
Primal Prepared Spells (DC 37, +29 to hit)
Cantrips (8th Level): Caustic Blast, Detect Magic, Know the Way, Tangle Vine, Tremor Signs
1st Level: Fear, Mud Pit, Vanishing Tracks
2nd Level: Acid Grip, Mist, Sudden Blight, Vomit Swarm
3rd Level: Aqueous Orb, Earthbind, Wall of Thorns
4th Level: Hydraulic Torrent, Misty Memory, Vapor Form
5th Level: Control Water, Corrosive Muck, Toxic Cloud
6th Level: Blinding Fury, Tangling Creepers, Tree of Seasons
7th Level: Execute, Mask of Terror, Regenerate
8th Level: Desiccate, Earthquake
The bogs of Golarion are timeless places, unyielding against the encroachment of civilization and greedily hoarding the dead of epochs long past within the murky depths of the morass. Thus, it doesn't take a bard to note that a bog dragon represents the most primal embodiment of their namesake. These dragons are as calm as the brackish waters, as perfectly patient as any crocodile mistaken for debris, and as ancient as any fear held of the realms they dwell within. To the many cultures they've stalked since the first humanoids dared to build their dwellings near brackish fens, a bog dragon is a terror consigned to the nebulous realm of monster and abomination. Though most have been relegated to the stuff of legends and the mythic nightmares of river valley city-states, bog dragons are still out there, lurking beneath the loam.
Bog dragons haunt the parables of old, their primal characteristics a raw expression of a primeval world that rebukes the tyranny of time's progression. Their bodies are those of a belly-dragging thing, corpulent and richly shielded by a scabrous hide of spurs and spines. Their claws, much like their wings, are feeble things, vestiges of a more graceful draconic concept that only the eldest bog archdragon might attain. Their faces are masks of terror; their lips curl back in a snarl to expose brutish grins of dagger-like fangs, pock-marked by vicious stomach acids that give their latent breath the malodorous turpitude that stings the senses almost unto dizziness. They're every inch a night-going monstrosity, a harrowing horror that would drive terror into any who behold them, the pinnacle of marsh-born predators.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
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.
DragonDragons are reptilian creatures, often winged or with the power of flight. Most can exhale magical energy and are immune to sleep and paralysis.
PrimalThis magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to primal magic.