Elder Child of Belcorra

Elder Child of Belcorra

Creature 9

Variant

Perception +18; darkvision, tremorsense (imprecise) 30 feet

Languages Common, Gnome, Undercommon

Skills Athletics +19, Nature +19, Stealth +19 (+21 while buried in a bog)

Str +6, Dex +3, Con +0, Int +0, Wis +3, Cha +0

AC 28; Fort +15, Ref +18, Will +20

HP 155, negative healing; Immunities death effects, disease, paralyzed, poison, unconscious; Weaknesses cold 10; Resistances fire 10

Breath of the Bog (aura, divine, enchantment, mental) 30 feet. A creature that begins its turn within the area feels as if its lungs were filling with water and must succeed at a DC 28 Fortitude save or be unable to speak or breathe. The creature can still hold its breath and can attempt a new save at the end of its turn. A creature that succeeds is temporarily immune for 24 hours.

Rise Up Trigger A creature walks on top of a bog mummy that lies buried in the mud or peat below; Requirements Initiative hasn’t yet been rolled; Effect The bog mummy automatically notices the creature and Burrows before rolling initiative.

Speed 20 feet; burrow 15 feet

Melee fist +21, Damage 2d10+8 bludgeoning plus bog rot

Primal Prepared Spells DC 28, attack +20; 4th

, ; 3rd , , ; 2nd , , ; Cantrips (5th) , , , ,

Primal Innate Spells DC 28; 1st

Rituals DC 28;

Bog Rot (curse, disease, divine, necromancy, negative) This affliction can’t be reduced below stage 1, nor can the damage from it be healed, until it’s successfully treated with

or a similar effect; the affliction can then be removed as normal for a disease. A creature killed by bog rot melts into a noxious sludge and can’t be resurrected except by a 7th-level ritual or similar magic; Saving Throw DC 21 Fortitude; Stage 1 carrier with no ill effect (1 minute); Stage 2 3d6 negative damage and clumsy 1 (1 day)