Blog

Bogs of Bane: Clergy of the Current

clergy of the currentRising from the murk is a foul creature with whipping tentacles sprouting from its head and body.
CLERGY OF THE CURRENT          CR 10
XP 9,600
Elder thing (Pathfinder RPG Bestiary 4) cleric 6
CN Medium aberration (aquatic)
Init +2; Senses all-around vision, darkvision 60 ft.; Perception +16

DEFENSE
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 116 (13d8+58)
Fort +16, Ref +9, Will +16; +2 insight bonus vs. mind-affecting
Immune cold; Resist fire 10, guarded mind

OFFENSE
Speed 30 ft., fly 20 ft. (clumsy), swim 40 ft.
Melee 5 tentacles +11 (1d4+2 plus grab)
Special Attacks channel positive energy 6/day (DC 16, 3d6), constrict (1d4+2)
Domain Spell-Like Abilities (CL 6th; concentration +9)
     6/day—icicle (1d6+3 cold)
Cleric Spells Prepared (CL 6th; concentration +9)
     3rd—create food and water, glyph of warding , hydrophobia (DC 16), water breathing[D]
     2nd—aboleth's lung (DC 15), admonishing ray, augury, enthrall (DC 15), fog cloud[D]
     1st—bless, cause fear (DC 14), ceremony (DC 14), command (DC 14), obscuring mist[D]
     0th—create water, detect magic, read magic, scrivener's chant
D Domain spell; Domains Void, Water [Deity: The Current]

STATISTICS
Str 15, Dex 14, Con 19, Int 20, Wis 17, Cha 17
Base Atk +9; CMB +11 (+15 grapple); CMD 23 (can't be tripped)
Feats Combat Expertise, Combat Reflexes, Divine Protection, Elemental Channel, Endurance, Great Fortitude, Leadership
Skills Diplomacy +11, Disable Device +8, Fly +7, Heal +14, Intimidate +10, Knowledge (arcana) +16, Knowledge (engineering) +10, Knowledge (planes) +10, Knowledge (religion) +15, Perception +16, Sense Motive +15, Spellcraft +16, Survival +13, Swim +20, Use Magic Device +10
Languages Aklo, Aquan, Common, Elder Thing, Sylvan, Terran
SQ amphibious, hibernation, limited starflight, no breath

This elder thing cannot recall when or where it first encountered the immense, unfathomable mind of the Current. The touch of the powerful wave of thoughts from the Maddening God had a profound effect on the creature—now somewhat insane, it was commanded to travel to the Vast Swamp and re-consecrate a temple that had fallen into ruin. Located close to a large swath of rare plants whose pollen and spores caused a soporific effect on humanoids and animals, some creatures near the shrine found it possible to reach out to the presence of the Current while in dreams induced by the spores. With a leader among them the site quickly became considered holy to the Current and its worshippers, a place of pilgrimage for its insane followers. The elder thing’s alien interest in creating lasting works of architecture has resulted in it converting some of the local fey creatures to the Current, imparting various amphibious abilities that aid in their tasks of rebuilding and expanding the church submerged in the swamp close to the Dreaming Fields.

This wolverine’s eyes possess the unmistakable glint of intelligence and its mouth seems to twitch as if it were about to laugh.
Amphibious Fey Wolverine         CR 3
XP 800
CN Medium fey (animal, aquatic)
Init +3; Senses low-light vision, scent; Perception +10

DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 25 (3d8+12)
Fort +6 (-2 vs. gasses, contact and inhaled poisons), Ref +6, Will +2; +4 vs. mind-affecting effects
DR 5/cold iron; Resist cold 10, electricity 10
Weaknesses breathing skin

OFFENSE
Speed 20 ft., burrow 20 ft., climb 20 ft., fly 30 ft. (good), swim 30 ft.
Melee bite +3 (1d4+1), 2 claws +3 (1d6+1)
Spell-Like Abilities (CL 3rd; concentration +4)
     3/day—dancing lights
     1/day—entangle (DC 12), faerie fire, glitterdust (DC 13)
     3 rounds/day—vanish (swift action)

STATISTICS
Str 13, Dex 17, Con 17, Int 4, Wis 12, Cha 12
Base Atk +2; CMB +3; CMD 16 (20 vs. trip)
Feats Skill Focus (Perception), Toughness
Skills Acrobatics +7 (+3 to jump), Climb +14, Perception +10, Stealth +9
Languages Aquan, Sylvan
SQ amphibious, rage

Their savage nature and the ability to travel anywhere in the swamp make fey wolverines ideal guards and soldiers for the elder thing.

 

5E Rules

In place of the elder thing, use the “Mind Flayer Arcanist” variant with the addition of the amphibious quality, a 20 ft. fly speed, and a 40 ft. swim speed. For the amphibious fey wolverines, use the “Hook Horror” entry with the addition of the amphibious quality, 20 ft. burrow speed, and 30 ft. swim speed.

[Submitted by Martin Blake!]

%d bloggers like this: