Example Boggards
Boggard Fighters
Boggard fighters make up the majority of war parties.
Init: +1. Senses: darkvision 60 ft., low-light vision; Perception +5. Ac: 16, touch 11, flat-footed 15 (+2 armor, +1 Dex, +3 natural).
Hp: 34 (4 HD; 3d8+1d10+16).
Fortitude: +8. Reflex: +2. Will: +2.
Speed: 20 ft., swim 30 ft.. Melee: mwk morningstar +9 (1d8+6), tongue +2 touch (sticky tongue). Ranged: mwk javelin +5 (1d6+4). Special Attacks: terrifying croak (DC 13). Strength: 19. Dexterity: 13. Constitution: 16. Intelligence: 6. Wisdom: 13. Charisma: 10.
Base Attack: +3. Cmb: +7. Cmd: 18.
Feats: Intimidating Prowess, Toughness, Weapon Focus (morningstar).
Skills: Acrobatics +4 (+20 when jumping), Intimidate +9, Perception +5, Stealth +0 (+8 in swamps), Swim +12.
Languages: Boggard. Special Qualities: hold breath, swamp stride. Combat Gear: potions of barkskin (2). Other Gear: leather armor, mwk javelins (2), mwk morningstar, 132 gp.
Tactics
During Combat The boggard brute throws his javelins before rushing into combat.
Boggard brutes may be armed with primitive-looking weapons, yet their terrifying strength makes them as deadly as any knight in armor.
Init: +5. Senses: darkvision 60 ft., low-light vision; Perception +5. Ac: 22, touch 11, flat-footed 21 (+6 armor, +1 Dex, +3 natural, +2 shield).
Hp: 72 (8 HD; 3d8+5d10+32).
Fortitude: +10. Reflex: +5. Will: +3 (+1 vs. fear). Defensive Abilities: bravery +1.
Speed: 20 ft., swim 30 ft.. Melee: +1 terbutje +15/+10 (1d8+9), tongue +7 touch (sticky tongue). Ranged: mwk javelin +9 (1d6+5). Special Attacks: terrifying croak (DC 12), weapon training (heavy blades +1). Strength: 20. Dexterity: 13. Constitution: 16. Intelligence: 8. Wisdom: 13. Charisma: 8.
Base Attack: +7. Cmb: +12. Cmd: 23.
Feats: Improved Initiative, Lightning Reflexes, Power Attack, Toughness, Vital Strike, Weapon Focus (terbutje), Weapon Specialization (terbutje).
Skills: Acrobatics +2 (+18 when jumping), Climb +6, Intimidate +6, Perception +5, Stealth +0 (+8 in swamps), Survival +8, Swim +10.
Languages: Boggard. Special Qualities: armor training 1, hold breath, swamp stride. Combat Gear: potion of bull's strength, potion of cure serious wounds. Other Gear: +1 black dragonhide scale mail, mwk heavy wooden shield, +1 terbutje, mwk javelins (2), 282 gp.
Tactics
During Combat The boggard champion uses her terrifying croak before engaging in melee.
Most boggard champions forsake tactics in favor of mayhem. In magic-deficient tribes, champions are often second only to priest-kings in status.
Boggard Oddities
A few boggards serve their tribes in specialized roles.
Init: +0. Senses: darkvision 60 ft., low-light vision; Perception +11. Ac: 15, touch 10, flat-footed 15 (+2 armor, +3 natural).
Hp: 32 (5d8+10).
Fortitude: +5. Reflex: +4. Will: +5; +4 vs. bardic performance, language-dependent, and sonic.
Speed: 20 ft., swim 30 ft.. Melee: mwk shortspear +5 (1d6+1), tongue -1 touch (sticky tongue). Ranged: shortspear +4 (1d6+1). Special Attacks: bardic performance 8 rounds/day (countersong, distraction, fascinate [DC 13], inspire courage +1), terrifying croak (DC 15). Strength: 13. Dexterity: 11. Constitution: 14. Intelligence: 12. Wisdom: 13. Charisma: 14.
Base Attack: +3. Cmb: +4. Cmd: 14.
Feats: Skill Focus (Perform [sing]), Sonic Croak, Throat Pouch.
Skills: Acrobatics +6 (+22 when jumping), Diplomacy +8, Knowledge (geography, history, nature, nobility) +7, Linguistics +5, Perception +11, Perform (sing) +13, Stealth +5 (+13 in swamps), Swim +9.
Languages: Boggard, Common, Draconic. Special Qualities: bardic knowledge +1, hold breath, swamp stride, versatile performance (Perform [sing]).
Gear: leather armor, mwk shortspear, shortspear, 468 gp.
bard spells known: (CL 2nd; concentration +4)
1st (3/day)-alarm, grease (DC 13), ventriloquism (DC 13)
0 (at will)-dancing lights, daze (DC 12), flare (DC 12), ghost sound (DC 12), message
Init: +4. Senses: darkvision 60 ft., low-light vision; Perception +3. Aura: cowardice (10 ft.). Ac: 20, touch 10, flat-footed 20 (+7 armor, +3 natural).
Hp: 98 (10 HD; 3d8+7d10+47).
Fortitude: +14. Reflex: +6. Will: +8. Immune: disease.
Speed: 15 ft., swim 30 ft.. Melee: +1 greataxe +16/+11 (1d12+8/19-20/×3), tongue +9 touch (sticky tongue). Ranged: throwing axe +9 (1d6+5). Special Attacks: channel negative energy (DC 15, 4d6), smite good 3/day (+2 attack and AC, +7 damage), terrifying croak (DC 15). Strength: 20. Dexterity: 11. Constitution: 16. Intelligence: 8. Wisdom: 9. Charisma: 14.
Base Attack: +9. Cmb: +14. Cmd: 24.
Feats: Improved Critical (greataxe), Improved Initiative, Power Attack, Toughness, Weapon Focus (greataxe).
Skills: Acrobatics +0 (+16 when jumping), Bluff +6, Intimidate +8, Knowledge (religion) +3, Perception +3, Sense Motive +4, Stealth +0 (+8 in swamps), Swim +10.
Languages: Boggard. Special Qualities: cruelties (sickened, staggered), fiendish boon (weapon +1, 1/day), hold breath, swamp stride, touch of corruption 5/day (3d6). Combat Gear: potions of cure moderate wounds (3). Other Gear: +1 breastplate, +1 greataxe, throwing axe, cloak of resistance +1, 922 gp.
antipaladin spells prepared: (CL 4th; concentration +6)
2nd-invisibility
1st-death knell (DC 13), doom (DC 13)
antipaladin spell-like abilities: (CL 7th; concentration +9)At will-detect good
Boggard Barbarians
Boggard barbarians are terrifying and unpredictable.
Init: +0. Senses: darkvision 60 ft., low-light vision; Perception +10. Ac: 15, touch 8, flat-footed 15 (+4 armor, +3 natural, -2 rage).
Hp: 61 (5 HD; 3d8+2d12+30).
Fortitude: +12. Reflex: +3. Will: +4. Defensive Abilities: uncanny dodge.
Speed: 30 ft., swim 30 ft.. Melee: mwk greatclub +12 (1d10+9), tongue +5 touch (sticky tongue). Ranged: javelin +4 (1d6+6). Special Attacks: rage (10 rounds/day), rage powers (no escape), terrifying croak (DC 12). Strength: 23. Dexterity: 11. Constitution: 22. Intelligence: 8. Wisdom: 13. Charisma: 8.
Base Attack: +4. Cmb: +10. Cmd: 18.
Feats: Lightning Reflexes, Power Attack, Weapon Focus (greatclub).
Skills: Acrobatics +6 (+22 when jumping), Climb +11, Intimidate +4, Perception +10, Stealth +0 (+8 in swamps), Swim +19.
Languages: Boggard. Special Qualities: fast movement, hold breath, swamp stride. Combat Gear: oil of magic weapon, potions of cure moderate wounds (2). Other Gear: +1 studded leather, javelins (3), mwk greatclub, 269 gp.
Tactics
Base Statistics When not raging, the barbarian's statistics are
AC 17, touch 10, flat-footed 17
hp 51
Fort +10
Will +2
Melee mwk greatclub +10 (1d10+6), tongue +3 touch (sticky tongue)
Str 19
Con 18
CMB +8
Skills Climb +9, Swim +17.
Init: -1. Senses: darkvision 60 ft., low-light vision; Perception +12. Ac: 14, touch 7, flat-footed 14 (+4 armor, -1 Dex, +3 natural, -2 rage).
Hp: 86 (7 HD; 3d8+4d12+42).
Fortitude: +13. Reflex: +3. Will: +5; +3 vs. magic. Defensive Abilities: uncanny dodge, trap sense +1.
Speed: 30 ft., swim 30 ft.. Melee: +1 spear +15/+10 (1d8+11/×3), tongue +8 touch (sticky tongue). Ranged: javelin +5 (1d6+7). Special Attacks: rage (14 rounds/day), rage powers (knockback, superstition +3), terrifying croak (DC 14). Strength: 24. Dexterity: 9. Constitution: 22. Intelligence: 6. Wisdom: 13. Charisma: 12.
Base Attack: +6. Cmb: +13. Cmd: 20.
Feats: Endurance, Lightning Reflexes, Power Attack, Weapon Focus (spear).
Skills: Acrobatics +5 (+21 when jumping), Climb +12, Intimidate +8, Perception +12, Stealth +0 (+8 in swamps), Swim +20.
Languages: Boggard. Special Qualities: fast movement, hold breath, swamp stride. Combat Gear: potions of cure serious wounds (2), potion of shield of faith. Other Gear: +1 studded leather, +1 spear, javelins (3), 70 gp.
Tactics
Base Statistics When not raging, the barbarian's statistics are
AC 16, touch 9, flat-footed 16
hp 72
Fort +11
Will +3
Melee +1 spear +13/+8 (1d8+8/×3), tongue +6 touch (sticky tongue)
Str 20
Con 18
CMB +11
Skills Climb +10, Swim +18.
Boggard Mystics
These casters are often the children of the priest-king.
Init: +5. Senses: darkvision 60 ft., low-light vision; Perception +12. Ac: 17, touch 11, flat-footed 16 (+3 armor, +1 Dex, +3 natural).
Hp: 41 (6d8+15).
Fortitude: +8. Reflex: +4. Will: +7.
Speed: 20 ft., swim 30 ft.. Melee: mwk club +8 (1d6+3), tongue +1 touch (sticky tongue). Special Attacks: icicle (1d6+1 cold damage, 5/day), terrifying croak (DC 14). Strength: 15. Dexterity: 13. Constitution: 12. Intelligence: 10. Wisdom: 15. Charisma: 12.
Base Attack: +4. Cmb: +6. Cmd: 17.
Feats: Improved Initiative, Toughness, Weapon Focus (club).
Skills: Acrobatics +4 (+20 when jumping), Handle Animal +7, Heal +8, Knowledge (nature) +8, Perception +12, Stealth +0 (+8 in swamps), Survival +10, Swim +10.
Languages: Boggard, Druidic. Special Qualities: hold breath, nature bond (Swamp domain), nature sense, swamp stride, trackless step, wild empathy +4, woodland stride. Combat Gear: scroll of barkskin, scroll of fog cloud, wand of cure light wounds (30 charges). Other Gear: +1 leather armor, mwk club, cloak of resistance +1, 240 gp.
druid spells prepared: (CL 3rd; concentration +5)
2nd-bull's strength, burst of nettles D, summon swarm
1st-entangle (DC 13), hydraulic push, longstrider, shillelagh
0 (at will)-flare (DC 12), guidance, mending, resistance
D domain spell; Domain Swamp
Init: +3. Senses: darkvision 60 ft., low-light vision; Perception +3. Ac: 13, touch 10, flat-footed 13 (+1 deflection, -1 Dex, +3 natural).
Hp: 59 (7 HD; 3d8+4d6+32).
Fortitude: +8. Reflex: +2. Will: +5; +2 vs. poison. Resist: electricity 5.
Speed: 20 ft., swim 30 ft.. Melee: 2 claws +10 (1d4+5), tongue +4 (plus sticky tongue). Ranged: sling +3 (1d4+5). Special Attacks: claws (1d6+5, 5 rounds/day), terrifying croak (DC 15). Strength: 20. Dexterity: 9. Constitution: 16. Intelligence: 10. Wisdom: 9. Charisma: 14.
Base Attack: +4. Cmb: +9. Cmd: 19.
Feats: Combat Casting, Eschew Materials, Improved Initiative, Toughness, Weapon Focus (claw).
Skills: Acrobatics +2 (+18 when jumping), Intimidate +6, Knowledge (planes) +5, Perception +3, Spellcraft +7, Stealth +0 (+8 in swamps), Swim +13, Use Magic Device +9.
Languages: Boggard. Special Qualities: bloodline arcana (summoned creatures gain DR 2/good), hold breath, swamp stride. Combat Gear: potion of invisibility, scrolls of blindness/deafness (2), scroll of enlarge person. Other Gear: sling with 10 bullets, cloak of resistance +1, elixir of vision, ring of protection +1, 75 gp.
sorcerer spells known: (CL 4th; concentration +6)
2nd (4/day)-summon monster II
1st (7/day)-burning hands (DC 13), cause fear (DC 13), mage armor, summon monster I
0 (at will)-acid splash, detect magic, detect poison, ghost sound (DC 12), message, resistance
Bloodline abyssal
Boggard Rangers
Boggard rangers stalk silently through the swamps.
Init: +1. Senses: darkvision 60 ft., low-light vision; Perception +14. Ac: 18, touch 11, flat-footed 17 (+4 armor, +1 Dex, +3 natural).
Hp: 53 (6 HD; 3d8+3d10+24).
Fortitude: +10. Reflex: +6. Will: +4.
Speed: 20 ft., swim 30 ft.. Melee: morningstar +9 (1d8+4), tongue +4 touch (sticky tongue). Ranged: mwk composite longbow +8 (1d8+4/×3). Special Attacks: combat style (archery), favored enemy (reptilian humanoids +2), terrifying croak (DC 12). Strength: 19. Dexterity: 13. Constitution: 16. Intelligence: 8. Wisdom: 13. Charisma: 8.
Base Attack: +5. Cmb: +9. Cmd: 20.
Feats: Endurance, Point-Blank Shot, Precise Shot, Toughness, Weapon Focus (composite longbow).
Skills: Acrobatics +5 (+21 when jumping), Knowledge (nature) +5, Perception +14, Stealth +8 (+16 in swamps), Survival +8, Swim +12.
Languages: Boggard. Special Qualities: favored terrain (swamp +2), hold breath, swamp stride, track +1, wild empathy +2. Combat Gear: potion of cure moderate wounds. Other Gear: +1 studded leather, morningstar, mwk composite longbow (+4 Str), cloak of resistance +1, 267 gp.
Init: +5. Senses: darkvision 60 ft., low-light vision; Perception +18. Ac: 19, touch 12, flat-footed 18 (+4 armor, +1 deflection, +1 Dex, +3 natural).
Hp: 95 (10 HD; 3d8+7d10+44).
Fortitude: +12. Reflex: +8. Will: +5.
Speed: 20 ft., swim 30 ft.. Melee: +1 handaxe +14/+9 (1d6+6/19-20/×3), +1 handaxe +14/+9 (1d6+6/19-20/×3), tongue +9 touch (sticky tongue). Ranged: javelin +10 (1d6+5). Special Attacks: combat style (two-weapon), favored enemy (dragons +2, humans +4), terrifying croak (DC 12). Strength: 20. Dexterity: 13. Constitution: 16. Intelligence: 8. Wisdom: 13. Charisma: 8.
Base Attack: +9. Cmb: +14. Cmd: 26.
Feats: Double Slice, Endurance, Improved Critical (handaxe), Improved Initiative, Improved Two-Weapon Fighting, Toughness, Two-Weapon Fighting, Weapon Focus (handaxe).
Skills: Acrobatics +5 (+21 when jumping), Climb +9, Handle Animal +4, Knowledge (nature) +5, Perception +18, Stealth +14 (+22 in swamps), Survival +14, Swim +17.
Languages: Boggard. Special Qualities: favored terrain (swamp +2), hold breath, hunter's bond (companions), swamp stride, track +3, wild empathy +6, woodland stride. Combat Gear: potion of barkskin, potion of cure moderate wounds, potion of invisibility. Other Gear: +1 studded leather, +1 handaxes (2), javelins (3), cloak of resistance +1, ring of protection +1, 360 gp.
ranger spells prepared: (CL 4th; concentration +5)
1st-longstrider, resist energy
The leaders of boggard tribes rarely involve themselves personally in combat, but once they wade in, they are terrifyingly effective.
Init: +3. Senses: darkvision 60 ft., low-light vision; Perception +9. Ac: 20, touch 9, flat-footed 20 (+6 armor, -1 Dex, +4 natural, +1 shield).
Hp: 120 (13d8+62).
Fortitude: +14. Reflex: +6. Will: +14. Resist: cold 10.
Speed: 15 ft., swim 30 ft.. Melee: +1 morningstar +15/+10 (1d8+5), tongue +8 touch (sticky tongue). Special Attacks: channel negative energy 5/day (DC 17, 5d6), scythe of evil (5 rounds, 1/day), terrifying croak (DC 15). Strength: 18. Dexterity: 9. Constitution: 16. Intelligence: 10. Wisdom: 20. Charisma: 14.
Base Attack: +9. Cmb: +13. Cmd: 22.
Feats: Brew Potion, Combat Casting, Craft Wand, Improved Initiative, Lightning Reflexes, Toughness, Weapon Focus (morningstar).
Skills: Acrobatics +0 (+16 when jumping), Diplomacy +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +9, Sense Motive +13, Spellcraft +8, Stealth +0 (+8 in swamps), Swim +10.
Languages: Boggard. Special Qualities: hold breath, priest-king*, swamp stride. Combat Gear: wand of cure light wounds (35 charges), wand of owl's wisdom (25 charges), wand of prayer (13 charges). Other Gear: +2 hide armor, mwk light wooden shield, +1 morningstar, amulet of natural armor +1, cloak of resistance +1, spell component pouch, 24 gp.
spell-like abilities: (CL 13th; concentration +15)
1/day-fog cloud, jump, summon swarm
domain spell-like abilities: (CL 10th; concentration +15)8/day-icicle (1d6+5 cold), touch of evil (5 rounds)
cleric spells prepared: (CL 10th; concentration +15)5th-dispel good D (DC 20), insect plague, righteous might, slay living (DC 20)
4th-control water D, cure critical wounds, divine power, freedom of movement, unholy blight(DC 19)
3rd-bestow curse (DC 18), dispel magic, invisibility purge, magic circle against good D, magic vestment
2nd-bear's endurance, death knell (DC 17), enthrall (DC 17), fog cloud D, resist energy, sound burst (DC 17)
1st-bane (DC 16), bless, cure light wounds, divine favor, protection from good D, sanctuary (DC 16), shield of faith
0 (at will)-create water, detect poison, guidance, purify food and water
D domain spell; Domains Evil, Water
Tactics
During Combat The priest-king sits back with lazy arrogance, casting the occasional spell and allowing his minions to protect him until he is forced to intervene personally.
Boggard priest-kings are the undisputed lords of their tribes, interpreting the wills of their dark patron deities (wills that are often suspiciously similar to what the priest-kings themselves desire). Grotesquely large, a boggard priest-king is usually the tribe's most capable combatant, and acts as a champion when needed.
This sallow-green beast appears to be an oversized tadpole that never fully matured, with two large, bulbous eyes bulging from either side of its head, and a gaping mouth revealing jagged fangs.
Init: +5. Senses: darkvision 60 ft.; Perception +1. Ac: 12, touch 12, flat-footed 11 (+1 Dex, +1 size).
Hp: 16 (3d8+3).
Fortitude: +2. Reflex: +2. Will: +4.
Speed: 30 ft., swim 40 ft.. Melee: bite +4 (1d4+1), tongue -1 touch (sticky tongue). Space: 5 ft.. Reach: 5 ft. (10 ft. with tongue). Strength: 13. Dexterity: 12. Constitution: 13. Intelligence: 3. Wisdom: 12. Charisma: 6.
Base Attack: +2. Cmb: +2. Cmd: 13.
Feats: Improved Initiative, Power Attack.
Skills: Acrobatics +5, Perception +1 (+5 in swamps), Stealth +9 (+17 in swamps), Swim +13. Racial Modifiers: +4 Perception in swamps, +8 Stealth in swamps.
Languages: Boggard (can't speak). Special Qualities: amphibious, swamp stride.
Environment: temperate swamps. Organization: solitary, pair, or pack (3-6). Treasure: none.
Special Abilities
A creature hit by a bogwiggle's tongue attack can't move more than 10 feet away from the bogwiggle and takes a –2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by succeeding at an opposed Strength check as a standard action or by dealing 2 points of slashing damage to the tongue (AC 11, damage doesn't deplete the bogwiggle's actual hit points). The bogwiggle can't move more than 10 feet away from the target while attached. It can release its tongue's grip as a free action. Like a boggard, a bogwiggle can't pull targets toward it with its tongue. A bogwiggle can move through any sort of natural difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a bogwiggle normally.Also known as toad-hounds, bogwiggles are the stunted, degenerate spawn of boggard priest-kings—these are the young who survived their meals of poisonous dragonflies, but failed to develop properly. They appear to be dog-sized tadpoles that have stopped halfway through the transformation to full-fledged frogs. A single set of long legs sprouts from a bogwiggle's bulbous body, and a frilled, whiplike tail protrudes from its back. Barely more intelligent than ordinary dogs, bogwiggles spend the majority of their short, violent lives serving as hunting companions and guard animals for their capricious, toadlike masters.
Bogwiggles can live up to 20 years, but because of swamp predators and the cruelty of their masters, most die long before reaching the age of 10. Bogwiggles always have the same skin tone as the boggards with which they live—typically gray, green, or black. Just as with boggards, bogwiggles lose their coloring as they age, and particularly old bogwiggles are often pale gray or almost white. The average bogwiggle is just under 3-1/2 feet long, not counting the tail—which itself is around 6 feet long. Most bogwiggles weigh roughly 65 pounds, but larger specimens have been reported by adventurers and scholars.
Despite being mistreated by their boggard masters, bogwiggles have a curiously strong affinity for them, and are intensely loyal to their tribes. Some scholars theorize that this fealty is a primitive version of a boggard's natural tribalism or religious inclinations, yet other observers have suggested that bogwiggles believe themselves capable of transformation into full boggards through unwavering devotion to their boggard superiors.