Boggard Swamp Shaman
A boggard village in standing water depends on the chemistry of a few acres. The shaman tracks it by the color of the scum, by what has stopped breeding and by which channel has gone still, and she memorizes a sung list as an aid for that work. She also decides when the village moves.
- Physiology
- Humanoid
- Size
- Medium
- Speed
- 20 ft., swim 40 ft.
- Armor class
- 14
- Hit points
- 84 (13d8 + 26)
- Proficiency
- +2
- STR 12 +1 save +1
- DEX 13 +1 save +1
- CON 14 +2 save +2
- INT 13 +1 save +1
- WIS 18 +4 save +6
- CHA 15 +2 save +2
- Skills
- Insight +6 , Medicine +6 , Nature +3 , Perception +6 , Survival +6
- Passive Perception
- 16
- Senses
- darkvision 60 ft.
- Languages
- Common, Sylvan, Primordial
- Found in
- Wetland , Subterranean
Equipment
Traits
-
Amphibious
Breathes air and water.
-
Water Reading
Knows the condition of any body of water she can see, what has been in it, and whether it will still be habitable in a month.
Actions
-
Bone Staff
+6 to hit · reach 5 ft.
2d6 + 4 bludgeoning damage
-
Foul Water
A 20-foot radius of water within 60 feet turns foul. Each creature in it makes a DC 14 Constitution save, taking 5d6 poison damage and being Poisoned for 1 minute on a failure, or half as much on a success.
-
Mire
A 15-foot square within 60 feet becomes a sucking mire for 1 minute. It is difficult terrain, and a creature that enters it makes a DC 14 Strength save or is Restrained until it escapes.
-
Healing Chant
One ally within 30 feet ends the Poisoned condition, stops Bleeding, and regains 3d8 hit points.