Library / Bestiary

Bokrug

CR 27.00 Magical Beast CN Large HD 30

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.

HP
645 (30d10+480); fast healing 20
AC
45, touch 27, flat-footed 37 (+8 Dex, +10 insight, +18 natural, –1 size)
Init
+22
Speed
50 ft., swim 120 ft., air walk
Fort
+33
Ref
+25
Will
+22
BAB
+30
CMB
+46 (+50 bull rush, grapple, or overrun)
CMD
74 (76 vs. bull rush or overrun, 78 vs. trip)
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.
DR
15/epic and lawful
SR
38
Defensive Abilities
immortality, insanity (DC 41), spines
Aura
toxic breath (30 ft., DC 41), unspeakable presence (300 ft., DC 33)
str
40
+15
dex
27
+8
con
42
+16
int
22
+6
wis
30
+10
cha
27
+8

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

Universal Monster Rules

Grab
Grab (tentacle beard) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Constrict (4d6+22) Ex from Universal Monster Rule
A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.
Amphibious Ex from Universal Monster Rule
Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.
Poison (sting) Ex from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.

Special Abilities

Critical Poisoning from text
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.
Immortality from text
Insanity (DC 41) from text
Mythic Power (10/day, surge +1d12) from text
Otherworldly Insight from text
Powerful Blows (bite, claws, sting, tentacle beard) from text
Spines from text
Vengeful Dreams from text
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.

Feats, Traits & Items

Bleeding Critical from Feat

Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage (see Conditions) each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.

Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Critical Focus from Feat

You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

Situational: to confirm critical hits: +4 circumstance attack rolls
Greater Bull Rush from Feat

You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).

Calculated: +2 Maneuver Check Bonus
Greater Overrun from Feat

You receive a +2 bonus on checks made to overrun a foe. This bonus stacks with the bonus granted by Improved Overrun. Whenever you overrun opponents, they provoke attacks of opportunity if they are knocked prone by your overrun.

Calculated: +2 Maneuver Check Bonus
Improved Bull Rush from Feat

You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.

Calculated: +2 Maneuver Check Bonus
Improved Critical (sting) from Feat

When using the weapon you selected, your threat range is doubled.

Improved Critical (sting) from Feat

When using the weapon you selected, your threat range is doubled.

Improved Critical (sting) from Feat

When using the weapon you selected, your threat range is doubled.

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Improved Iron Will from Feat

Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

Also in: Fortune & Luck
Improved Overrun from Feat

You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.

Calculated: +2 Maneuver Check Bonus
Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Quicken Spell-Like Ability (feeblemind) from Feat

Choose one of the creature's spell-like abilities, subject to the restrictions described in this feat. The creature can use the chosen spell-like ability as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).

Using a quickened spell-like ability is a swift action that does not provoke an attack of opportunity. The creature can perform another action—including the use of another spell-like ability (but not another swift action)—in the same round that it uses a quickened spell-like ability. The creature may use only one quickened spell-like ability per round.

The creature can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2 its caster level (round down) – 4. For a summary, see the table below.

A spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened.

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

spell-like abilities:
Constant—Air Walk, At will—Cloudkill (DC 23), At will—Dimension Door, At will—Dream, At will—Dispel Magic, Greater, At will—Hallucinatory Terrain (DC 22), At will—Nightmare (DC 23), At will—Plane Shift (DC 25), At will—Transmute Rock To Mud (DC 23), At will—Wind Walk (DC 24), 3/day—Demand (DC 26), 3/day—Feeblemind (DC 23), 3/day—Horrid Wilting (DC 26), 1/day—Control Weather, 1/day—Symbol Of Insanity (DC 26), 1/day—Tsunami (DC 27)
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
Aura
toxic breath (30 ft., DC 41), unspeakable presence (300 ft., DC 33)
Languages
Aklo, Aquan, Draconic; telepathy 100 ft.
Source
Bestiary 4
Source

Bestiary 4

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
30 House/Core 1 Recognized publisher
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