Bestiary · Humanoid

PR 4

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.

Boggard Swamp Shaman, drawn at Medium scale
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.