Holder Gray is a venerable Boggard who has been in the swamps for many many years and knows it fairly well. He is non-aggressive, and will relay information he knows if the players can best him in a Game of the Path.
Holder Gray
Boggard, Druid 3; CR: 4; XP: 1,200; Align: CE; Medium humanoid
Init: +5; Senses: darkvision 60 ft., low-light vision; Perception +12
DEFENSE: AC: 17; TAC: 11; FFAC: 16; HD: 6d8+15; HP: 41; Saves: For: +8, Ref: +4, Will: +7
OFFENSE: Speed: 20 ft., swim 30 ft.; Melee: masterwork club +8 (1d6+3), to2ndngue +1 touch (sticky tongue);
Special Attacks: icicle (1d6+1 cold damage, 5/day), terrifying croak (DC 14)
Druid Spells Prepared: (CL 3rd; concentration +5)
2nd - 2+1 - bull's strength, burst of nettlesD, summon swarm
1st - 3+2 - entangle (2) (DC 16), hydraulic push, longstrider, shillelagh
0 - at will - flare (DC 15), guidance, mending, resistance
D - domain spell; Domain Swamp
Statistics: Str: 15; Dex: 13; Con: 12; Int: 10; Wis: 20; Cha: 12; BAB: +4; CMB: +6; CMD: 17
Feats: Improved Initiative, Toughness, Weapon Focus (club)
Skills: Humanoid: (2+Int/HD)/Druid (4+Int/Lvl) Acrobatics (D) +4 (+20 jumping)' Climb (S)(c), Craft ( ) (I)(c), Fly (D)(c), Handle Animal (Ch*)(c) +7, Heal (W)(c) +8, Knowledge (Geography) (I*)(c), Knowledge (Nature) (I*)(c) +8, Perception (W)(c) +12, Profession (Gambler) (W*)(c) +11, Ride (D)(c), Spellcraft (I*)(c), Stealth (D) +0 (+8 in swamps), Survival (W)(c) +10, Swim (S)(c) +10; Racial Modifiers: +16 Acrobatics when jumping, +4 Perception, + 8 Stealth in swamps
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.
Languages: Boggard, Druidic
Special Qualities: hold breath, nature bond (Swamp domain), nature sense, swamp stride, trackless step, wild empathy +4, woodland stride
Environment: temperate marshes
Organization: solitary, pair, or army (3-12)
Treasure: NPC Gear (scroll of barkskin, scroll of fog cloud, wand of cure light wounds (30 ch), +1 leather armor, +1 cloak of resistance, masterwork club, other treasure), 240gp
"Bulbous eyes glare atop this creature’s decidedly toad-like head. A multitude of warts and bumps decorate its greenish skin."
Will offer the party swamp moss (3 applications) which will help salve poison (allows another saving throw at a +2 bonus), other interesting items - clay key (to the wall of the door in the south), a lizard headress, necklace of crocodile teeth, glowing rock (dull ioun stone),