Garuum the Hypnotoad


Kingmaker


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Working on another Mesmerist build gave me the idea of leveling up our favorite Boggard.

Mine players decided in the last session to claim his hex and the other next one (Statue of Erastil), building roads to allow the erastilian pilgrims from the Temple of the Elk to visit also the Statue. Doing all of this even without talking to their long forgotten friend Garuum, who suddenly lives in his swamp with a lot of visitors coming and moving around.
So I decided to push the events a little bit. Some pilgrims have become "crazy", attacking the others for few seconds before returning to their normal mental sanity state. The news reached the capital right before the end of our game time and the party will move on into the next session to investigate.

Here is what they will found: an angry Garuum, who was evicted by his own house by some incautious pilgrims, and so decided to test his newly developed mental powers against them.
All glory to the Hypnotoad!

Gaarum Mesmerist 4:

Garuum the Hypnotoad - Boggard CR 5
XP: 1,600
Boggard Mesmerist 4
CE Medium humanoid (boggard)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +12

DEFENSE

AC 16, touch 11, flat-footed 15 (+2 armor, +1 Dex, +3 natural)
HP 59 (7d8+28)
Fort +7, Ref +6, Will +6
Defensive Abilities Towering Ego (+2 Will saves)

OFFENSE

Speed 20 ft., swim 30 ft.
Melee morningstar +7 (1d8+1), tongue +1 touch (sticky tongue)
Space 5 ft., Reach 5 ft.
Special Attacks bold stare (disorientation), hypnotic stare (–2), mesmerist tricks 4/day (compel alacrity 10 ft, psychosomatic surge 1d8+2, vanish arrow), terrifying croak (DC 15)
Spells Known (CL 4th; concentration +6)
2nd (2/day)-hypnotic pattern (DC 14), invisibility
1st (4/day)-charm person (DC 13), grease (DC 13), hypnotism (DC 13), paranoia (DC 13)
0th-daze (DC 12), detect magic, detect poison, haunted fey aspect, message, touch of fatigue (DC 12)

STATISTICS

Str 13, Dex 13, Con 16, Int 8, Wis 13, Cha 14
Base Atk +5; CMB +6; CMD 17
Feats Disengaging Feint, Improved Feint, Toughness, Weapon Focus (morningstar)
Skills Acrobatics +4, Bluff +11, Knowledge (local) +3, Knowledge (nobility) +6, Knowledge (religion) +3, Linguistics +3, Perception +12, Sense Motive +5, Stealth +8, Swim +9
Racial Modifiers +16 Acrobatics when jumping, +4 Perception, +8 Stealth in swamps
Languages Boggard, Common
SQ consummate liar, hold breath, swamp stride
Other Gear leather armor, morningstar

SPECIAL ABILITIES

Hold Breath (Ex) Garuum 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 Garuum'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). Garuum cannot move more than 10 feet away from the target, but he can release its tongue as a free action. Unlike a giant frog, Garuum cannot pull targets toward it with its tongue.
Swamp Stride (Ex) Garuum 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, Garuum can, as a standard action, emit a loud and horrifying croak. Any nonboggard creature within 30 feet of the boggard must make a DC 15 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.
Painful Stare (Su) Once per round, when an attack that deals damage hits the target of Garuum’s hypnotic stare, he can cause the creature to take 2 additional points of damage. If Garuum uses this ability to increase his own damage, it instead takes 1d6 extra points of damage.
Touch Treatment (Su) Five times per day as a standard action, Garuum can touch a creature and remove the fascinated or shaken condition. This ability is a swift action if he uses it on himself.


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What!!! This is ridiculous!! It will never ...

ALL GLORY TO THE HYPNOTOAD!!!


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That's awesome. And I'm not just saying that because of the swirly frog eyes in my head.


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Hey that's pretty cool, let us know how it works ALL GLORY TO THE HYPNOTOAD!!


single clap


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Best is show goes to HYPNOTOAD!

Scarab Sages

Pfft. The Hypnotoad has nothing on the Mexican Staring Frog of Southern Sri Lanka.


Alright, in the next session the main party will move to investigate what's happening near Erastil's statue.
It will be mine first time as GM using Occult Adventures, and for them as players.


In one of our best game session the Rulers of Arendelle (Main Party PCs) have dealt with Garuum the Hypnotoad, reestablishing their friendship with the "Exiled Prince of the Boggards" (so he called himself).

Not only they have agreed on forbidding the trespassing of "his domain" for all their citizens, but also promised him a future aid in (re)establishing him to his "rightful£" place among his people.

ALL GLORY TO THE HYPNOTOAD!!!


Also forgot about reporting it:

They gave Garuum a cape with the royal emblem of their kingdom, so he can move undisturbed by the citizens. [Guess what bard will use this argument against the current rulership?!?]
They spoke a lot about the nature of the Stolen Lands, and of what the Boggard Mesmerist calls "Holes" (mobile random portals to the First World).
He also asked them "Why did you placed your city on the shores of the lake, it's too near with Candelmere. I hate that tower!" (A bit of information to spur the party in the still missing southern explorations)

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