Bolotnik

A Bolotnik is a Wilderness Spirit of swamps and marshes. Its an evil plant creature that inhabits a fen or quagmire. Its body—a mass of vines, moss, and pond scum—gives it excellent camouflage for moving about its domain. The swamp feeds and cares for the Bolotnik, and the creature guards this resource jealously. A bolotnik always seeks to be the dominant power in the watery land it inhabits. It demands the allegiance of any thinking beings that live in its domain, and harries those who refuse its leadership until they leave.   A marsh inhabited by a swamp spirit is always a dangerous place, thick with entangling vines and sucking quicksand, and it quickly gains a dark reputation throughout the nearby lands. Sometimes, the geography of such a swamp changes overnight, becoming unfamiliar even to longtime neighbors and inhabitants. Worse still, such places are often sucking graveyards that hide the bones of victims drowned, suffocated, or strangled by the Bolotnik that holds sway there.

Adapted from the 3rd party Pathfinder creature Swamp Troll and the 3rd party Pathfinder creature template Swamp Lord Creature.
Genetic Ancestor(s)
Geographic Distribution
Full Round Natural Attack
5 attack (1 bite, 2 claws, 2 tentacles)
bite +8 (2d6+6)
2 claws +8 (1d6+6, but 1d6+9 if both claws hit due to rend)
2 tentacles +8 (1d6 + grapple [CMB +14], if successful deal extra 1d6 due to constrict)
engulf (DC 16 reflex save to avoid no reflex save if the creature attempts an attack of opportunity)
Can choose to forgo all other attacks to engulf any creatures it can reach the square of in its turn. Deals 1d6 damage and pins every creature that does not make its save. Engulfed opponents gain the pinned condition, are in danger of suffocating, are trapped within the creature’s body until they are no longer pinned, and may be subject to other special attacks from the creature.

CR 5

Bolotnik

Chaotic Evil (Large) Plant, Aquatic, Giant, Wilderness Spirit
Initiative: +2 Senses: Low-light vision; Darkvision (60ft), scent ; Perception +8

Defense

AC: AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, -1 size)
HP: 46 4d8+28 ( regeneration 3 (acid or fire fast healing 5 (in marsh) )
Fortitude: +11 Reflex: +2 Will: +2
Immune: mind-affecting effects (charms, compulsions, morale effects, patterns and phantasms), paralysis, poison, polymorph, sleep and stun Weaknesses: swamp dependent DR: electricity 10, fire 10, sonic 10

Offense

Speed: 20 ft, climb 20 ft, swim 30 ft
Melee: bite +8 (2d6+6),
2 claws +8 (1d6+6)
2 tentacles +8 (1d6 + grab)
Special Attacks:
rend (2 claws, 1d6+9)
constrict deals 1d6 immediate damage whenever foe is successfully grappled (including first check to establish grapple, e.g. from grab ability)
engulf DC 16 (reflex to avoid being engulfed), 1d6 + pinned
Space: 10 ft Reach: 10 ft; tentacles 15 ft

Statistics

Str 22, Dex 12, Con 24, Int 6, Wis 9, Cha 4
Base Attack: +3 CMB: +10 (+14 grapple) CMD: 21
Feats: Improved Natural Attack (bite), Iron Will, Skill Focus (perception)
Skills: Escape Artist +11, Knowledge (nature) +3, Perception +8, Stealth +8 (+22 swampy or forested areas), Survival +8, Swim +14
Languages: Giant
SQ:

Swamp Dependent

Bolotnik keep their bodies covered in a thick coating of mud and swamp water. Without such a coating, they lose their regeneration ability, and they begin to fade due to their separation from their swamp. They can survive away from their murky home for 12 hours before they begin to fade.

Ecology

Environment: Marshes and swamps
Organization: Solitary, Gang (2-4)
Treasure: Standard