Boggard Scouting Party
Level 6Abilities
HP 90 (4 segments); Thresholds 60 (3 segments), 30 (2 segments)
The boggard scouting party unleashes a chorus of terrifying croaks. Any non-boggard within 30 feet becomes Frightened 1 unless they succeed at a DC 21 will save; those who critically succeed are temporarily immune for 1 minute.
Frequency once per round
Effect Several boggards use their tongues to grapple an enemy within 10 feet to pull them closer. The target must attempt a DC 21 reflex save. On a failure, they are Grabbed and pulled 5 feet closer to the scouting party. A creature grabbed in this way isn't Immobilized, but it can't move more than 10 feet from the scouting party. A creature can sever one of the tongues with a Strike against AC 21 that deals at least 5 slashing damage. This doesn't damage the scout
1 to 3
Frequency once per round
Effect The boggards execute coordinated melee attacks against each enemy in a 5-foot emanation, with a DC 21 reflex save. The damage dealt depends on the number of actions.
1 1d6 untyped damage
2 (2d6+7)[untyped|options:area-damage] damage
3 (2d6+11)[untyped|options:area-damage] damage
The dreadknot draws and loads slings to launch a coordinated barrage. This barrage is a 10-foot burst within 50 feet that deals 3d6 bludgeoning damage (DC 21 reflex save). When the scouting party is reduced to 2 segments, this area decreases to a 5-foot burst.
A boggard scouting party ignores difficult terrain caused by swamp terrain features.
Boggard scouting parties run ahead of other boggard troops to get the lay of the land. They sometimes engage if they think they can quickly vanquish an enemy force.