Boggard CultistCreature 15
Source Pathfinder #211: The Secret of Deathstalk Tower
Perception +27 (darkvision)
Languages Boggard, Chthonian, Common
Skills Athletics +28, Intimidation +28, Occultism +26, Religion +29
Str +7, Dex +5, Con +3, Int +3, Wis +6, Cha +5
AC 36; Fort +24; Reflex +26; Will +29;
HP 280
Speed 20 feet (swim 25 feet)
Greataxe
+30 (+25, +20) to hit (magical, sweep) 3d12+13 SlashingSwamp Passage
A boggard warrior ignores difficult terrain caused by swamp terrain features.
Terrifying Croak
(auditory, emotion, fear, mental)The boggard warrior unleashes a terrifying croak. Any non-boggard within 30 feet becomes Frightened 1 unless they succeed at a DC 36 will save; those who critically succeed are temporarily immune for 1 minute.
Tongue GrabIf the boggard warrior hits a creature with their 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 33 and dealing at least 28 slashing damage. Though this doesn't deal any damage to the boggard, it prevents them from using their tongue Strike until they regrow their tongue, which takes a week.
Divine Prepared Spells (DC 36, +28 to hit)
Cantrips (8th Level): Daze, Divine Lance, Read Aura, Shield, Void Warp
1st Level: Command, Create Water, Fear, Harm, Heal
2nd Level: Blood Vendetta, Create Food, Noise Blast, Revealing Light
3rd Level: Blindness, Crisis of Faith, Heroism, Vampiric Feast
4th Level: Divine Wrath, Fly, Unfettered Movement
5th Level: Breath of Life
6th Level: Spirit Blast, Truesight
7th Level: Divine Decree, Execute
1st Level: Cry of Destruction
4th Level: Destructive Aura
Boggard warriors exalt single combat and prefer to fight alone so that no one can contest their kills. They have been known to pursue enemies who flee combat with a single-mindedness that seems almost supernatural.
Boggards are aggressive humanoid amphibians who 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 develop 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
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.
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.
BoggardBoggards are frog-like humanoids. They typically have darkvision.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.