Great Old One, Bokrug, the Silent Guardian of the Unseen Depths
“Unveiling the Dread of the Deep: Bokrug, The Great Water Lizard, Beckons from Ancient Waters!”
- Pantheon: Lovecraftian Mythos
- Title: The Great Water Lizard, The Doom of Sarnath
- Symbol: Undulating waves or a stylized water lizard
- Home Plane: Unknown
- Level: Great Old One
- Alignment: Chaotic Neutral
- Aliases: None
- Superior: None
- Traditional Allies: Other Great Old Ones
- Traditional Foes: Entities opposing the Great Old Ones
- Divine Artifact: The Idol of Bokrug (based on the story)
- Servants: Thuum’ha (Voiceless Ones)
- Servitor Creatures: Unknown
- Sacred Animal: Water lizard or amphibian creatures
- Manifestations: Strange ripples in calm waters, catastrophic destruction
- Portfolio: Lake-dwelling god, Semi-amphibian Thuum’ha, Destruction
- Domains: Water, Destruction, Madness
- Favored Weapon: None specified
- Favored Class: None specified
- Favored Race: Thuum’ha
- Gender: Not applicable (deity)
- Abode/ Base of operations: Beneath the calm waters of a lake
- Affiliation (s): Great Old Ones
- Significant others: None specified
Appearance: Bokrug, The Great Water Lizard, manifests as a colossal water lizard with scales that shimmer with an eerie aquatic luminescence. Its eyes hold a depth of ancient malevolence, reflecting the secrets hidden within the waters it guards.
Behavior: The deity exhibits a dormant yet vengeful nature, triggered by the desecration of its sacred space. While seemingly tranquil beneath the lake’s surface, Bokrug harbors an unfathomable rage, responding to the atrocities committed against its worshipers with cataclysmic retribution.
Habitat: Bokrug resides beneath the calm waters of a lake, particularly associated with the land of Mnar and the city of Sarnath. The lake serves as both its dwelling and a reservoir of divine power, connecting it intimately with the aquatic realm.
Modus Operandi: The Great Water Lizard operates through a cyclical pattern of vengeance. When the humans of Sarnath massacred the Thuum’ha and stole Bokrug’s idol, it slumbered until the one-thousandth anniversary of the atrocity. Upon awakening, it obliterated Sarnath, restoring balance to the violated waters.
Motivation: Bokrug’s motivation revolves around the protection and retribution for its worshipers, the Thuum’ha. The deity seeks justice for the crimes committed against its followers and the theft of its sacred idol, acting as an ancient and unyielding guardian of the submerged sanctuaries.
Great Old One, Bokrug 5e
Great Old One, Bokrug Pathfinder
Bokrug, The Great Water Lizard CR 23
Huge Aberration (Great Old One), Neutral
Armor Class 18 (Natural Armor)
Hit Points 230 (20d12 + 100)
Speed 30 ft., Swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
24 (+7) | 14 (+2) | 20 (+5) | 18 (+4) | 16 (+3) | 18 (+4) |
Saving Throws Intelligence +9, Wisdom +8
Skills Perception +8
Damage Resistances Psychic
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft., Passive Perception 18
Languages Deep Speech
Amphibious. Bokrug can breathe both air and water.
Innate Spellcasting. Bokrug’s innate spellcasting ability is Intelligence (spell save DC 17). It can cast the following spells:
- At will: Detect Thoughts, Mage Hand, Minor Illusion
- 3/day each: Dominate Person, Telekinesis
Legendary Resistance (3/Day). If Bokrug fails a saving throw, it can choose to succeed instead.
Magic Resistance. Bokrug has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. Bokrug makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 26 (3d10 + 7) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 7) slashing damage.
Swallow. Bokrug makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside Bokrug, and it takes 56 (16d6) acid damage at the start of each of Bokrug’s turns.
If Bokrug takes 60 damage or more on a single turn from a creature inside it, Bokrug must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of Bokrug. If Bokrug dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 30 feet of movement, exiting prone.
Legendary Actions
Bokrug can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Bokrug regains spent legendary actions at the start of its turn.
Detect. Bokrug makes a Wisdom (Perception) check.
Tail Swipe. Bokrug makes a tail attack.
Telepathic Bond. Bokrug establishes a telepathic bond with a creature it can see within 120 feet. The bond lasts for 1 minute, allowing communication.
Legendary Lair Actions
On initiative count 20 (losing initiative ties), Bokrug takes a lair action to cause one of the following effects; Bokrug can’t use the same effect two rounds in a row:
Disturbance of the Waters. Bokrug can create an illusionary disturbance in the water, causing creatures to be blinded or deafened until the start of Bokrug’s next turn.
Spectral Echo. Bokrug can conjure an illusion of itself at a different location within its lair, allowing it to distract and confuse enemies.
Whirlpool Surge. Bokrug can manipulate the water around it, creating a whirlpool that pulls creatures within 60 feet toward a specific location.
Regional Effects
The region containing Bokrug’s lair is warped by its magic, creating one or more of the following effects:
Eerie Calm. The waters around Bokrug’s lair become eerily calm, making it difficult for creatures to perceive danger.
Psionic Resonance. Creatures within 1 mile of Bokrug’s lair have strange thoughts and dreams, experiencing glimpses of distant places and alien landscapes.
Undisturbed Waters. Creatures native to the area around Bokrug’s lair gain advantage on saving throws against being charmed or frightened.
Lair Actions
On initiative count 20 (losing initiative ties), Bokrug takes a lair action. Bokrug can take a lair action to cause one of the following effects; Bokrug can’t use the same effect two rounds in a row:
Fog Conjuration. Bokrug can fill the area with thick fog, heavily obscuring vision.
Phantom Voices. Bokrug can create illusory sounds, making it difficult for creatures to pinpoint the source of noises.
Aquatic Camouflage. Bokrug can blend into its watery surroundings, gaining advantage on Stealth checks.
Regional Effects
The region containing Bokrug’s lair is warped by its magic, creating one or more of the following effects:
Eerie Calm. The waters around Bokrug’s lair become eerily calm, making it difficult for creatures to perceive danger.
Psionic Resonance. Creatures within 1 mile of Bokrug’s lair have strange thoughts and dreams, experiencing glimpses of distant places and alien landscapes.
Undisturbed Waters. Creatures native to the area around Bokrug’s lair gain advantage on saving throws against being charmed or frightened.
This great reptilian monster is an aquatic lizard with a beard of tentacles and a sting-tipped tail.
Source Bestiary 4 pg. 136
Originally posted in Archives of Nethys
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.
Bokrug CR 27 |
XP 3,276,800 CN Large magical beast (aquatic, chaotic, extraplanar, Great Old One) Init +22; 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) |
DEFENSE |
AC 45, touch 27, flat-footed 37 (+8 Dexterity, +10 insight, +18 natural, 1 size) hp 645 (30d10+480); fast healing 20 Fort +33, Ref +25, Will +22 Defensive Abilities immortality, insanity (DC 41), spines; DR 15/epic and lawful; Immune ability damage, ability drain, aging, cold, death effects, disease, energy drain, mind-affecting effects, Paralysis, petrification, poison; Resist acid 30, fire 30; SR 38 |
OFFENSE |
Speed 50 ft., Swim 120 ft., air walk Melee bite +44 (4d8+22/1920), 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. Special Attacks constrict (4d6+22), critical poisoning, mythic power (10/day, surge +1d12), poison, powerful blows (bite, claws, sting, tentacle beard), vengeful dreams Spell-Like Abilities (CL 27th; concentration +35) Constant – air walk At will – cloudkillM (DC 23), dimension doorM, dreamM, greater dispel magic, hallucinatory terrain, nightmareM (DC 23), plane shiftM, transmute rock to mud, wind walk 3/day – demand, quickened feeblemind (DC 23), horrid wilting (DC 26) 1/day – control weatherM, symbol of insanity (DC 26), tsunamiAPG, M (DC 26) |
STATISTICS |
Strength 40, Dexterity 27, Constitution 42, Intelligence 22, Wisdom 30, Charisma 27 Base Atk +30; CMB +46 (+50 bull rush, grapple, or overrun); CMD 74 (76 vs. bull rush or overrun, 78 vs. trip) Feats Bleeding Critical, Combat Reflexes, Critical Focus, Greater Bull Rush, Greater Overrun, Improved Bull Rush, Improved Critical (bite), Improved Critical (claw), Improved Critical (sting), Improved Initiative, Improved Iron Will, Improved Overrun, Iron Will, Power Attack, Quicken Spell- Like Ability ( feeblemind) Skills Knowledge (arcana, history, nature, religion) +36, Perception +43, Spellcraft +36, Stealth +37, Swim +56 Languages Aklo, Aquan, Draconic; telepathy 100 ft. SQ amphibious, otherworldly insight |
SPECIAL ABILITIES |
Critical Poisoning (Su) 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 (Ex) If Bokrug is killed, his body immediately begins to thrash and writhe spasmodically, continuing to do so for 1d4 rounds. During this time, he makes a single sting attack against one random target in reach. At the end of this time, his body grows still, then melts into water and evaporates away. Bokrug reforms in dormancy back in his realm in the Dimension of Dreams soon thereafter, remaining in a comatose state for hundreds of years unless he is awoken earlier via complex rituals. Any effect that destroys Bokrug’s body (such as disintegrate) merely reduces his remains to water that then evaporates away as described above, but such measures do prevent his body from thrashing and stinging prior to this supernatural evaporation. Poison (Ex) 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. Spines (Ex) Any creature that makes a melee attack against Bokrug must succeed at a DC 33 Reflex save or be struck by the numerous swiftly reacting spines that cover the Great Old One, taking 2d6+15 points of damage. Using a reach weapon does not endanger the attacker in this way. The save DC is Dexterity-based. Toxic Breath (Su) Bokrug’s breath is toxic. Whenever the Great Old One is above water, he is surrounded by a 30-foot-radius cloud of invisible poison gas that causes temporary madness and hallucinations. Any creature that begins its turn in this area must succeed at a DC 41 Will save or be confused for 1 round. A creature that holds its breath or doesn’t have to breathe gains a +4 bonus on this saving throw. This is a mind-affecting poison effect. The save DC is Constitution-based. Unspeakable Presence (Su) Failing a DC 33 Will save against Bokrug’s unspeakable presence causes the victim to become overwhelmed with hopelessness and doom’ it takes a -4 penalty on all attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls as long as it remains within the area of affect. The save DC is Charisma-based. Vengeful Dreams (Su) 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 victims 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 targets 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. |
ECOLOGY |
Environment any water Organization solitary (unique) Treasure triple |
Bokrug’s Cult
Bokrug is worshiped more out of fear than adoration, and when traveling dreamers come across his cult in their nightmares, they can unknowingly spread this fearful faith into the waking world. Bokrug’s temples are often found on the shores of remote lakes or hidden away in large swamplands. Though humans worship him, so do boggards, lizardfolk, and other swamp dwelling races ‘particularly those who have suffered at the hands of aggressors, such as invading armies, rival tribes, or adventuring parties.
Though Bokrug is chaotic neutral, almost all of his worshipers are chaotic neutral or chaotic evil. Only a rare few chaotic good worshipers of Bokrug exist’ most of these being delusional heretics or apologists who seek to keep Bokrug calm, ensuring he continues to slumber. These heretics and outliers of the faith are remorselessly hunted down by his more zealous and traditional worshipers.
Bokrug’s cult is associated with revenge, storms, and water, and its sacred symbol is a green lizard with a long, coiling tail ‘an image of Bokrug himself. His greatest shrines feature unusually realistic statues of his form, statues the cult maintains Bokrug can see out of and even animate from his distant lair to take sacrifices. Bokrug’s clerics have access to the domains of Chaos, Destruction, Water, and Weather, and to the subdomains of Catastrophe, Oceans, Rage, and Storms. The Water Lizard’s favored weapon is the ranseur; his followers often forge their ranseurs’ blades to resemble the Great Old One’s stingered tail.