XP 600
CE Medium humanoid (boggard)
Init -1; Senses darkvision 60 ft., low-light vision; Perception +4
DEFENSE
AC 14, touch 9, flat-footed 14 (+2 armor, –1 Dex, +3 natural)
hp 22 (3d8+9)
Fort +5, Ref +0, Will +1
OFFENSE
Speed 20 ft., swim 30 ft.
Melee morningstar +5 (1d8+3), tongue –1 touch (sticky tongue)
Special Attacks terrifying croak
STATISTICS
Str 15, Dex 9, Con 14, Int 8, Wis 11, Cha 10
Base Atk +2; CMB +4; CMD 13
Feats Toughness, Weapon Focus (morningstar)
Skills Acrobatics +2 (+14 jumping), Stealth –1 (+7 in swamps), Swim +10; Racial Modifiers +16 Acrobatics when jumping, +4 Perception, +8 Stealth in swamps
Languages Boggard
SQ hold breath, swamp stride
SPECIAL ABILITIES
Hold Breath (Ex)
A boggard can hold its breath for a number of rounds equal to four
times its Constitution score before it risks drowning or suffocating.
Sticky Tongue (Ex)
A creature hit by a boggard's tongue attack cannot move more than 10
feet away from the boggard 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 making an opposed Strength
check as a standard action or by dealing 2 points of slashing damage to
the tongue (AC 11, damage does not deplete the boggard's actual hit
points). The boggard cannot move more than 10 feet away from the
target, but the boggard can release its tongue as a free action. Unlike
a giant frog, a boggard cannot pull targets toward it with its tongue.
Swamp Stride (Ex)
A boggard can move through any sort of natural difficult terrain at its
normal speed while within a swamp. Magically altered terrain affects a
boggard normally.
Terrifying Croak (Su)
Once per hour, a boggard can, as a standard action, emit a loud and
horrifying croak. Any non-boggard creature within 30 feet of the
boggard must make a DC 13 Will save or become shaken for 1d4 rounds.
Creatures that succeed at this save cannot be affected again by the
same boggard's croak for 24 hours. Creatures that are already shaken
become frightened for 1d4 rounds instead. The save DC is Charisma-based
and includes a +2 racial bonus.