Boggard Cultist
Creature 8 (rare) — amphibious, boggard, humanoid
Pre-Remaster content. May include legacy alignment.
WeaverShadeLANDAQUATIC
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 sinis
Source: kingmaker-bestiary (Pre-Remaster)
Perception +16; darkvision
Languages boggard, chthonian, common
Skills athletics +16, intimidation +17, medicine +18, nature +15, performance +15, religion +17, stealth +17
Str
+4
Dex
+5
Con
+4
Int
+3
Wis
+6
Cha
+3
Items Blowgun, Whip, Hide Armor, Giant Wasp Venom (On Darts)
AC 27
Fort +14
Ref +17
Will +18
HP 135
Speed 20 feet, swim 25 feet (swamp stride)
Offense
Melee Tongue (reach-10) +16, Damage 1d4 bludgeoning plus Tongue Grab
Melee Whip (disarm, finesse, magical, nonlethal, reach-10, trip) +18, Damage 2d6+8 slashing
Ranged Blowgun (agile, nonlethal, reload-1) +17, range increment 20 feet, Damage 1 piercing plus Giant Wasp Venom
Abilities
Gogunta's Croak (auditory, divine, emotion, fear, mental) — The boggard cultist unleashes a terrifying croak. Any non-boggard within 30 feet must attempt a DC 25 Will save.
Critical Success The creature is temporarily immune to Gogunta's Croak for 1 minute.
Success The creature is Frightened 1
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 3 and is also Fleeing during their next turn.
Critical Success The creature is temporarily immune to Gogunta's Croak for 1 minute.
Success The creature is Frightened 1
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 3 and is also Fleeing during their next turn.
Swamp Stride — A boggard cultist ignores difficult terrain caused by swamp terrain features.
Tongue Grab — If the boggard cultist 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 25 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.
Divine Prepared Spells DC 26, attack +18
4th Divine Wrath
3rd Blindness, Vampiric Touch
2nd Darkness, See Invisibility, Sound Burst
1st Command, Fear, Heal (×3), Ray of Enfeeblement
Cantrips (4th) Daze, Divine Lance, Know Direction, Shield, Stabilize
WORKS WELL WITH
AnvilLAND / AQUATICAnvil holds enemies in place while the Weaver controls engagement through tongue grabs and trip attempts.
CrasherLAND / AQUATICCrasher punishes enemies debilitated by the Weaver's fear aura and trip effects.
FlankerLAND / AQUATICFlanker exploits the positional disruption from Swamp Stride and reach control.
PUNISHES
✖ clumping✖ standing still✖ low Will
Works well with · Punishes · Pairing advice
Unlock with Tactics
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