Bokrug, the Water Lizard
Sandy Petersen's Cthulhu Mythos - Pathfinder

Bokrug, the Water Lizard

CR 17; XP 102,400
CN Great Old One of revenge, storms, and water
Primary Source H. P. Lovecraft, “The Doom that Came to Sarnath”


Domains Chaos, Destruction, Water, Weather
Subdomains Catastrophe, Oceans, Rage, Storms
Favored Weapon ranseur
Symbol green lizard with a long, coiling tail
Temple cathedrals, lakeshores, river banks, ruins
Worshipers boggards, deep ones, ghosts of Ib, gnorri, those seeking vengeance
Servitors monstrous reptiles

Influence Stage 1 (DC 24)

Area 1-mile radius
Proxy idol
Effects ghosts of Ib, idol
Escalation Each time the stone idol of Bokrug is damaged, there’s a percentage chance equal to the damage the idol suffered by the attack that the influence immediately escalates to stage 2. Bokrug’s influence can also escalate to stage 2 if enough of its cultists chant the proper rituals.

Each consecutive night that cultists of Bokrug chant this ritual during a gibbous moon, there’s a cumulative 2% chance that this influence escalates to stage 2. Finally, at the GM’s option, Bokrug’s influence can spontaneously manifest at stage 2 (potentially bypassing stage 1 entirely) in response to a great act of violence committed against its cultists.

Influence Stage 2 (DC 27)

CR 20; XP 307,200
Area 10-mile radius
Proxy avatar (see below), idol
Effects ghosts of Ib, idol, natural recursion


Combat Bokrug’s influence is defeated as soon as all proxies are destroyed.

Influence Effects

Idol Unless Bokrug manifests spontaneously as a need for vengeance, this Great Old One’s influence is centered on a stone idol. This idol is Medium sized but immobile on its own; if moved by external forces, the area of Bokrug’s influence moves as well. The stone idol must be specially prepared by worshipers of Bokrug in a ritual that takes years and consumes many resources to complete. Once finished, an idol of Bokrug weighs 1,000 pounds, has hardness 8, and possesses 500 hit points. At the end of any round, the idol automatically regains a number of hit points equal to the number of active ghosts of Ib in the area.

Ghosts of Ib When Bokrug’s influence is first established, 1d4 ghosts of Ib manifest within the area as well. These ghosts caper and dance and worship unless enemies of Bokrug enter the area of influence, in which case they do their best to protect living cultists or any proxies of Bokrug active in the area. At any one time, the influence can maintain a number of ghosts of Ib equal to its stage multiplied by 8. At the start of a round, 1d4 new ghosts of Ib manifest at full hit points to replace any that were slain or destroyed, up to the maximum number allowed by the influence.

Natural Reversion All creatures and objects in the area of influence at stage 2 begin to suffer from a reversion to primeval nature. Creatures whose species existed before humanity, as well as all plants and natural formations, are unaffected by this recursion. All other creatures begin to fade from existence, as do some objects built by beings younger than the advent of history (at the GM’s discretion).

Each round, living creatures in this area must make successful Fortitude saves to resist gaining negative levels from this slow fading. Creatures that gain negative levels equal to their hit dice fade completely, along with all attended items. Unattended nonmagic objects gain no save; they fade away based on their size. Unattended objects the size of a dagger or smaller fade after 1 round. Objects larger than a dagger but smaller than a human fade automatically after 4 rounds. Objects larger than a human but smaller than a horse-drawn carriage fade after 8 rounds. Objects larger than a carriage but smaller than a moderately-sized building fade after 16 rounds. After 32 rounds of this effect, all objects fade from existence and are replaced by natural terrain and vegetation. Unattended magical objects gain a Fortitude save to resist fading, and must make this save at the start of each round once enough rounds have passed to affect an object of its size. Artifacts are never affected by this effect.

If Bokrug’s influence is removed before 32 rounds of this effect have passed, then all faded creatures and objects return unscathed (all negative levels accumulated vanish). Otherwise, the fading effect is permanent, but a miracle or wish can restore a single faded creature or object at a time. A creature that exits the area of influence gradually regains its existence, automatically losing one of the negative levels gained from the natural recursion at the start of each round. This is not a negative energy effect and immunity to negative energy does not grant immunity to natural recursion. Specific immunity to energy drain works normally.

Ghost of Ib (CR 11)

XP 12,800
Ghost of Ib cleric of Bokrug 10
CN Medium undead (augmented monstrous humanoid, incorporeal)
Init +7; Senses darkvision 60 ft.; Perception +24
Aura stench (DC 19, 10 ft.)


AC 18, touch 18, flat-footed 14 (+4 deflection, +3 Dex, +1 dodge)
hp 108 (10d8+60)
Fort +11, Ref +8, Will +10
Defensive Abilities channel resistance +4, incorporeal, rejuvenation;
Immune undead traits


Speed fly 30 ft. (perfect)
Melee corrupting touch +10 (11d6)
Special Attacks channel negative energy 7/day (DC 19, 5d6), destructive aura (10 rounds/day), destructive smite (6/day), frightful moan (DC 19), telekinesis (DC 19)

Cleric Spell-Like Abilities (CL 10th; concentration +13)
10/day—lightning lord (10 bolts/day)
6/day—storm burst (1d6+5 nonlethal)

Cleric Spells Prepared (CL 10th; concentration +13)
5th—ice stormD, slay living (DC 18), spell resistance
4th—chaos hammer (2, DC 17), poison (DC 17), sleet stormD
3rd—blindness/deafness (DC 16), call lightningD (DC 16), dispel magic, prayer, wind wall
2nd—hold person (DC 15), shatterD (DC 15), silence (DC 15), sound burst (2, DC 15), spiritual weapon
1st—command (DC 14), doom (DC 14), obscuring mistD, protection from good, sanctuary (DC 14), shield of faith
0 (at will)—bleed (DC 13), create water, guidance, resistance
D Domain spell; Domains Destruction, Weather


Str —, Dex 16, Con —, Int 12, Wis 17, Cha 19
Base Atk +7; CMB +10; CMD 25
Feats Combat Casting, Dodge, Improved Initiative, Lightning Reflexes, Toughness
Skills Fly +11, Knowledge (nature) +4, Knowledge (religion) +7, Perception +24, Spellcraft +14, Stealth +11, Swim +15; Racial Modifiers +8 Perception, +8 Stealth
Languages Aklo, Aquan, Common
SQ amphibious

Special Abilities

Stench (Ex) A creature within 10 feet of a ghost of Ib must make a successful DC 19 Fortitude save at the start of its turn or be sickened for 1 round. This is a poison effect. The save DC is Charisma-based.

Avatar of Bokrug (CR 20)

XP 307,200
CN Large magical beast (aquatic)
Init +9; Senses darkvision 60 ft., low-light vision, scent; Perception +35


AC 36, touch 14, flat-footed 31 (+5 Dex, +22 natural, –1 size)
hp 363 (22d10+242)
Fort +24, Ref +18, Will +17
Defensive Abilities DR 15/epic and lawful; Immune ability damage, ability drain, acid, aging, cold death effects, disease, energy drain, mind-affecting effects, paralysis, petrification, poison; Resist fire 30; SR 31


Speed 50 ft., swim 120 ft., air walk
Melee bite +33 (3d10+12/19–20 plus grab), 2 claws +33 (3d8+12), tail slap +31 (4d6+6 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (4d6+12), fast swallow, grab (colossal), rend (2 claws, 3d8+12), swallow whole (10d6 bludgeoning and 10d6 acid damage, AC 21, 36 hp)

Spell-Like Abilities (CL 20th; concentration +28)
Constant—air walk
At will—cloudkill (DC 23), greater dispel magic, hallucinatory terrain, nightmare (DC 23), transmute rock to mud
3/day—demand, quickened feeblemind (DC 23), horrid wilting (DC 26)
1/day—control weather, symbol of insanity (DC 26)


Str 35, Dex 21, Con 32, Int 22, Wis 30, Cha 27
Base Atk +22; CMB +35 (+39 bull rush, +39 grapple, +39 sunder); CMD 50 (52 vs. bull rush, 52 vs. sunder, 54 vs. trip)
Feats Critical Focus, Greater Bull Rush, Greater Sunder, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Sunder, Multiattack, Power Attack, Quicken Spell-Like Ability (feeblemind), Staggering Critical
Skills Knowledge (arcana) +28, Knowledge (history) +28, Knowledge (nature) +28, Knowledge (religion) +28, Perception +35, Spellcraft +28, Stealth +26, Swim +45
Languages Aklo, Aquan, Draconic; telepathy 100 ft.
SQ amphibious

Special Abilities

Swallow Whole (Su) Bokrug’s jaws can open impossibly wide and he can use his swallow whole attack on a creature of any size. In order to swallow a creature of Huge or larger size, Bokrug must make two consecutive successful grapple checks against the creature as part of his swallow attempt over the course of two rounds. A creature swallowed by Bokrug arrives in an interdimensional stomach from which there is no physical escape. Plane shift and other methods of planar travel can allow for escape. If Bokrug is defeated, any swallowed foes reappear in spaces adjacent to its body.

Bokrug was originally the god of a non-human amphibious race known only as the beings from Ib. When they were exterminated long ago, Bokrug delivered a horrendous vengeance upon those who laid them low. Now Bokrug is still worshiped by some deep ones as well as some gnorri, and also accepts propitiatory worship from humans.

Bokrug resembles a sort of gigantic lizard.

Waking Bokrug

Bokrug can be awakened in one of two ways: worship or vengeance.

Worship requires a proper ceremony and a stone idol in Bokrug's form. The cultists must dance, chant, and sacrifice to it while the moon is gibbous, and a high priest must intone the rites. This initially brings forth the ghosts of Ib to dance with the other cultists and the statue gradually becomes more and more lifelike over many nights until Bokrug is made manifest.

Vengeance comes when a group of Bokrug’s worshipers have been viciously destroyed or otherwise persecuted. Bokrug then gathers his wrath, a process that sometimes takes years, and strikes at those who offended him. Oddly, the greater the offense, the longer it typically takes Bokrug to respond. This may be a simple function of the fact that the more awful the inciting crime, the more time the Water Lizard spends devising a suitably horrendous punishment. For example, when the city of Sarnath drove the original Beings of Ib into extinction, it took Bokrug 1000 years to respond—but when Bokrug did finally strike, the mighty city of Sarnath and all its inhabitants vanished forever. Only marshlands remained in its place.

The Ghosts of Ib

When Bokrug appears, hordes of ghosts of Ib (his original cultists) appear with him. These spectral, froglike humanoids have all the powers of typical ghosts as well as spellcasting abilities. While they can be individually driven off or banished, they always return and multiply while Bokrug manifests.

The Return to Nature

Bokrug typically returns civilized or built-up areas to their primeval state. In the case of humans, they literally vanish, as he normally restores the area to its form before humanity even evolved, so they cannot exist. All buildings and manufactured items gradually vanish or are replaced with the building materials from which they were constructed (uncut timber or stone, mud, and so on). Humans and more recent creatures also gradually fade away. This fading process takes a little time, and if Bokrug's influence is banished before the fading is complete, the victims are restored.

Bokrug in Combat

Bokrug physically fights like the lizard it resembles, biting and swallowing most foes whole. His neck distends to let him swallow larger targets. Bokrug can swallow creatures even larger than himself, though this may take several rounds of gulping. Any creature swallowed by Bokrug is transported to his extradimensional stomach from whence there is no escape, only an eternity of digestion. This swallowing process is supernatural, and Bokrug does not get larger as he eats prey.

Bokrug has a prehensile tail which can grasp, hold, and constrict victims as well as simply lash them, and clawed arms which he can use to hold and rake victims. When enemies strike back at Bokrug, he typically has the resistance and immunity of the graven stone statue from which he emerged, though he seems to be flesh when attacking.

When damaged sufficiently, Bokrug returns to its statue form and the ghosts of Ib stop appearing. However, defacing or trying to destroy a statue of Bokrug can cause him to reappear seeking revenge.

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