Library / Bestiary

Bokrug

CR 27.00 Magical Beast CN Large

Bokrug, the Water Lizard, dwells in a distant and forsaken corner of the Dimension of Dreams, in a land that was once heavily populated but is now a desolate and barren realm surrounding a nameless lake—a realm once ruled by mighty human empires, but now ruled only by the hideous amphibian minions of the Water Lizard. Bokrug himself is a vast creature, a vaguely iguana-shaped monster with a beard of writhing tendrils and a long tail tipped with a stinger. The scales that cover his body hide long spines that Bokrug can extend or retract with near lightning speed.

Bokrug spends the majority of his time slumbering far down in the depths of his submerged lair. No rivers feed the lake, nor does it drain into the sea. Yet the still, ominous waters are neither stale nor brackish, implying that they connect somewhere deep underground, and. By way of these dark, secret waterways, Bokgrug has access to the lakes and rivers of the Dimension of Dreams, and his ability to plane shift allows him access to other realms as he wills.

STR
40
DEX
27
CON
42
INT
22
WIS
30
CHA
27
HP
645 (30d10+480); fast healing 20
AC
45, touch 27, flat-footed 37 (+8 Dex, +10 insight, +18 natural, –1 size)
Speed
50 ft., swim 120 ft., air walk
Init
+22
Melee
bite +44 (4d8+22/19–20), 2 claws +44 (2d8+22/19–20), sting +44 (3d6+22/19–20 plus poison), tentacle beard +39 (4d6+22 plus grab)
Space
10 ft.
Reach
10 ft.
BAB
+30
CMB
+46 (+50 bull rush, grapple, or overrun)
CMD
74 (76 vs. bull rush or overrun, 78 vs. trip)
Fort
+33
Ref
+25
Will
+22
DR
15/epic and lawful
SR
38
Defensive Abilities
immortality, insanity (DC 41), spines

constrict (4d6+22)

Critical Poisoning — If Bokrug confirms a critical hit with his sting, he injects his foe with 3 doses of poison (this increases the save DC by 4). A foe that is normally immune to poison can be affected by Bokrug's poison in this way, but treats the poisoning as if it had been injected with only 1 dose.

mythic power (10/day, surge +1d12)

Poison — Sting—injury; save Fort DC 41; frequency 1/round for 6 rounds; effect 2d4 Wisdom damage; cure 3 consecutive saves. A creature whose Wisdom damage equals its Wisdom score automatically becomes afflicted by a random insanity (Pathfinder RPG GameMastery Guide 250). The save DC is Constitution-based.

powerful blows (bite, claws, sting, tentacle beard)

Vengeful Dreams — Any creature that has ever damaged Bokrug or has slain one of his clerics can be targeted by the Great Old One's vengeful dreams regardless of the distance between the creature and Bokrug, even across planar boundaries. In order to use vengeful dreams against a target, Bokrug must successfully affect the target with his nightmare spell-like ability; the target is always treated as familiar to Bokrug, and as if Bokrug possessed a body part of the victim, resulting in a -15 penalty on the saving throw against the nightmare. If the victim fails its save against the nightmare, the horrific dream unfolds as a vision of Bokrug consuming the victim alive. The victim then remains alive, conscious, and aware as the Great Old One digests it, and as Bokrug destroys all that remains of the victim's lifelong friends, home, belongings, and family. When the victim awakens from the nightmare, it must succeed at a DC 33 Will save or take 3d6 points of Wisdom drain from the vengeful dreams. If this drains the target's Wisdom to 0, it automatically gains a random insanity (GameMastery Guide 250). Once Bokrug uses this ability against a creature, he can't do so again until that creature again damages him or slays one of his clerics. This is a mind-affecting effect. The save DC is Charisma-based.

amphibious

otherworldly insight

Knowledge (arcana, history, nature, religion) +36, Perception +43, Spellcraft +36, Stealth +37, Swim +56

spell-like abilities:
Constant—Air Walk, At will—Cloudkill, At will—Dimension Door, At will—Dream, At will—Dispel Magic, Greater, At will—Hallucinatory Terrain, At will—Nightmare, At will—Plane Shift, At will—Transmute Rock To Mud, At will—Wind Walk, 3/day—Demand, 3/day—Feeblemind, 3/day—Horrid Wilting, 1/day—Control Weather, 1/day—Symbol Of Insanity, 1/day—Tsunami
Details
Type
Magical Beast
Alignment
CN
Size
Large
Environment
any water
Organization
solitary (unique)
Treasure
triple
Senses
blindsight 120 ft., darkvision 60 ft., low-light vision; Perception +43
Languages
Aklo, Aquan, Draconic; telepathy 100 ft.
Source
Bestiary 4
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