```metadata title: Bullywug Variants description: >- This is a collection of variant bullywugs designed to allow a DM to use a variety of them against low level characters. They make combat more tactical with different roles and abilities. They are all CR 1/4 or CR 1/2. tags: '' systems: - 5e renderer: legacy ``` # Bullywug Homebrew Bullywugs are frog headed amphibian humanoids who attack those who enter their swamps, often attempting to capture them for ransom. This is a collection of homebrew bullywugs designed to allow a DM to use a variety of in adventures low level characters.
This is a collection of bullywugs intended to allow a DM to flesh out either a bullywug combat encounter or a bullywug village. Many are simply combat monsters with abilities chosen to make combat more tactically interesting while retaining the flavor of bullywugs. Others provide special abilities or powers suited for non-combat interactions and bullywug schemes. ### New Bullywugs These are the new bullywugs in this document. #### CR 1/4 - Bullywug Catcher - Uses net and whip - Bullywug Fisher - Uses pike - Bullywug Hunter - Throws multiple darts - Bullywug Poisoner - Uses blowgun with poison #### CR 1/2 - Bullywug Augur - Non-combat, divination - Bullywug Blighter - Non-combat, creates blights - Bullywug Croaker - Uses vicious mockery and Helps - Bullywug Cruster - Gains temporary hit points - Bullywug Flykeeper - Creates zones of flies - Bullywug Healer - Non-combat, heals and cures - Bullywug Leaper - Moves quickly, knocks prone - Bullywug Piper - Thunder spells and cause fear - Bullywug Stalker - Hides as bonus action - Bullywug Trapper - Throws darts with ensnaring strike #### CR 1 - Bullywug Overseer - Three attacks and Helps - Bullywug Warlock - Spies with familiar, spells ### Official Monsters These are official monsters that can be used thematically with bullywugs or in the swamps around them. #### CR 0 - Frog - Giant Fly - Myconid Sprout #### CR 1/8 - Poisonous Snake - Stirge - Twig Blight #### CR 1/4 - Bullywug - Constrictor Snake - Giant Frog - Giant Poisonous Snake - Needle Blight #### CR 1/2 - Crocodile - Giant Dragonfly - Lizardfolk - Myconid Adult - Swarm of Insects - Swarm of Wasps (Reskin as biting flies) - Vine Blight ### Swamp Terrain These is different types of terrain that can be used for maps in swamps. - **Grass, Low:** Low grass is damp ground with grass. It provides light obscurement. - **Grass, Tall:** Tall grass is damp ground with tall grass and bushes. It provides heavy obscurement. - **Mud, Slippery:** A thin layer of slippery mud. It is difficult terrain and a creature moving into a space of slippery mud or starting its turn there must make a Dexterity(Acrobatics) check DC 8 or fall prone. - **Mud, Shallow:** Mud deep enough to sink up to your ankles. The mud grips the feet rather than being slippery. It is difficult terrain. - **Mud, Deep:** Mud deep enough to sink up to your knees or higher. Moving out of a space deep mud requires a Strength(Athletics) check DC 8. On success you move a 5 feet at a cost of 20 feet of movement. On failure your speed is reduced to 0 for the rest of the turn. - **Trees:** A stand of small trees with thin trunks but many branches and covered in leaves. They are difficult terrain and provide heavy obscurement and half cover. - **Trees, Dead:** Dead trees have a trunk but no leaves and few branches. They are difficult terrain and provide half cover. - **Water:** Water 5 to 8 feet deep over deep mud. Characters must swim. \page ### DESCRIPTIONS AND ROLES #### Bullywug Augur Bullywug augurs with the gift of magical divination. Augurs do not wear armor or carry weapons or shields as a signal that their magic makes them above such things. Augurs are more for allowing a bullywug village to perform divination than a combat character. They can be used to explain how a bullywug village has knowledge they could not otherwise have or to provide a divination resource to PCs that talk to bullywugs. #### Bullywug Blighter Bullywug blighters have learned that magic of nature and evil that allows them to animate plants as evil blights. They wear hide armor and carry staffs to protect themselves, but regard themselves as behind the scenes workers not combatants. Blighters will produce blights and station them to guard the bullywug village or hide them among the other plants in the swamp to attack intruders. If blights need to be led into battle, the blighter will often do it and command them. Blighters are more of an explanation as to how a bullywug village might be defended by blights than a combat character. They can be used to command blights and then run away, giving the players an enemy to hunt down. #### Bullywug Catcher Bullywug catchers are equipped to capture their foes. Instead of a shield and spear, they use nets to catch their foes and whips to attack their netted foes from a distance. Catchers use their nets to restrain foes which stops them from moving, gives advantage to attack them, and disadvantage for them to attack. Each catcher will have a group of other bullywugs with them. The catcher nets a foe and the others mob it while it is restrained. #### Bullywug Croooner Bullywug crooners are the leaders, using their magic to bully other bullywugs and control their foes. Crooners do not wear armor or carry weapons or shields as a signal that their magic makes them above such things. Crooners will start a combat with the sleep spell. Then they use vicious mockery to attack and debuff the most powerful enemy warrior while using Help as a bonus action to aid an ally in attacking. They will flee if the fight is going against them. A crooner should be the obvious leader. They can flee multiple fights and be a recurring enemy for the players to hunt down. There should only be one crooner per warband as multiple sleep spells will overwhelm a low level party. #### Bullywug Cruster Bullywug crusters coat themselves in a protective layer of mud for battle. While in muddy areas they can scoop up and replace the mud as it wears off. They do not carry spears, leaving their hand free for scooping up mud. The wet mud is especially good at protecting them from fire. Crusters normally try to get into melee as quickly as possible as they have no ranged attack. They spread out and try to draw the attacks of their foes. They can serve as bodyguards, using their shield to protect a leader. #### Bullywug Fisher Bullywug fishers use a long spear to catch fish in the swamp waters. They are unable to carry a shield as well. They have practiced so that they can stab a fish as soon as it swims near them and do the same thing to foes in battle. Their pikes have a barbed hook, allowing them to stop a foe when they stab it. The long pike prevents them from using it and biting at the same time. Fishers often form the front ranks of bullywugs, using their pikes to stop their foes from reaching them. If defending a village or in a large group they may remain back, using the reach their pikes provide to attack from safety. #### Bullywug Flykeeper Bullywug flykeepers tend nests of flies kept for food and are skilled at dealing with the and other animals. They make a mixture of rotting foodstuff that attracts flies. In combat they smear their shield with the fly attractant to surround themselves with a cloak of biting flies. The flies are hungry and bite any non-bullywugs nearby. Flykeepers can also throw bags of the fly attractant into nearby spaces to summon flies to those spaces. If they are defending, they may do this before a battle to protect bridges, gates, and other choke points. In that case they use more attractant which lasts for 1 hours instead of 1 minute. Flykeepers move to where their foes are bunched up so their flies can damage multiple each turn. They use their fly attractant to force foes to move, hopefully giving the other bullywugs opportunity attacks. #### Bullywug Healer Bullywug healers have learned magic to heal and cure disease and poison. They wear hide armor and carry staffs to protect themselves, but regard themselves as support not combatants. Healers are intended to provide minor healing to a bullywug village rather than a combat character. They can be used when PCs are captured by bullywugs or otherwise are visiting a bullywug village. #### Bullywug Hunter Bullywug hunters are trained to find their foes and equipped to attack foes at range. They have improved survival to track foes and perception to spot them. Instead of a shield and spear they wield darts and are able to make two ranged attacks with them. Hunters scout and look for foes, but then stay out of melee and use their darts to attack. There are often many hunters in an attack force, especially if the attack force has dedicated melee fighters such as crusters and leapers. #### Bullywug Leaper Bullywug leapers are the messengers of the bullywugs. They are trained to leap faster and to climb and swim better in order to get around the swamps. Lightly equipped, they do not carry weapons or shields and rely upon their strong legs for fighting. They will leap directly onto a foe or kick them. Leapers are used to chase fleeing foes or to engage enemies in melee quickly. They normally will knock foes prone but will sometimes push them into unfavorable terrain. \page #### Bullywug Poisoner Bullywug poisoners use blowguns to shoot poisoned darts. The poison does little damage but temporarily weakens the target. These are used to make prisoners easier to deal with. Poisoners are uncommon and there is rarely more than one with a group of bullywugs as most prefer damaging weapons. They will engage in battle if needed, but prefer to poison food if possible and avoid danger. A village with a poisoner will almost certainly invite any visitors to eat with them. #### Bullywug Stalker Bullywug stalkers are lookouts who hide in the mud and mire of a swamp, often alongside a path, and wait for prey to walk by. They can duck down and hide in the muck when fighting to make it harder for their foes to find and attack them. To sneak more easily, they do not carry shields. Stalkers hide each turn in combat if they are in suitable terrain. If their hiding is successful, this allows them to move without provoking opportunity attacks, attack with advantage, and avoid being attacked. #### Bullywug Trapper Bullywug trappers are hunters who have learned to use magic to capture their foes. They are trained to find their foes and equipped to attack foes at range. They have improved survival to track foes and pereption to spot them. Instead of a shield and spear they wield darts and are able to make two ranged attacks with them. Trappers on the attack use ensnaring strike to stop their foes from moving while they throw darts at them. If they are defending, trappers may use snare on a bridge, gate, or other choke point. #### Bullywug Overseer Bullywug overseers are the leaders of villages and warbands. They wield a whip in each hand and use them on underlings and prisoners equally. Their only special skill is their intimidation which they use to drive others to act and blame them for any failures. Overseers remain behind others in battle. Their whips give them reach, so they can avoid getting close to their foes. #### Bullywug Piper Bullywug pipers play bagpipes to inspire fear in their foes. They must play the bagpipe with both hands, so they cannot carry a weapon or shield. Pipers spend more time performing for the leader of a tribe than fighting, but they will go into battle when needed. They prefer to stay at range using cause fear and vicious mockery. Pipers can be used in the distance playing music to provide flavor to a bullywug swamp or a meeting with a bullywug boss. #### Bullywug Warlock Bullywug warlocks have made a pact with an old frog being of the Feywild. They have been given power in exchange for advancing the unknowable plans of their patron. They are often leaders officially or behind the scenes, using their magic to bully other bullywugs and control their foes. Warlocks do not wear armor or carry weapons or shields as a signal that their magic makes them above such things. Warlocks will start a combat with the sleep spell. Then they use ray of sickness to attack and debuff the most powerful enemy warrior while using Help as a bonus action to aid an ally in attacking. They will flee if the fight is going against them. Warlocks should be the obvious leader. They can flee multiple fights and be a recurring enemy for the players to hunt down. They use their familiar to scout. They often send their familiar with other bullywugs while they remain safe, and use awakened mind through their familiar to threaten and intimidate their foes. \page ___ > ## Bullywug Catcher >*Medium humanoid (bullywug), neutral-evil* > ___ > - **Armor Class** 13 (hide armor) > - **Hit Points** 11(2d8 + 2) > - **Speed** 20ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|12 (+1)|13 (+1)|7 (-2)|10 (+0)|7 (-2)| >___ > - **Skills** stealth +3 > - **Senses** passive Perception 10 > - **Languages** Bullywug > - **Challenge** 1/4 (50 XP) > ___ > ***Amphibious.*** The bullywug can breathe air and water. > > ***Speak with Frogs and Toads.*** The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. > > ***Swamp Camouflage.*** The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. > > ***Standing Leap.*** The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. > > ### Actions > ***Multiattack.*** The bullywug makes two melee attacks: one with its bite and one with its whip. > > ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) bludgeoning damage. > > ***Whip.*** *Melee Weapon Attack:* +3 to hit, reach 10 ft., one target. *Hit:* 3 (1d4 + 1) slashing damage. > > ***Net.*** *Ranged Weapon Attack:* +3 to hit, range 5/15 ft., one target. *Hit:* special restrained ___ > ## Bullywug Fisher >*Medium humanoid (bullywug), neutral-evil* > ___ > - **Armor Class** 13 (hide armor) > - **Hit Points** 11(2d8 + 2) > - **Speed** 20ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|12 (+1)|13 (+1)|7 (-2)|10 (+0)|7 (-2)| >___ > - **Skills** stealth +3 > - **Senses** passive Perception 10 > - **Languages** Bullywug > - **Challenge** 1/4 (50 XP) > ___ > ***Amphibious.*** The bullywug can breathe air and water. > > ***Speak with Frogs and Toads.*** The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. > > ***Swamp Camouflage.*** The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. > > ***Standing Leap.*** The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. > > ***First Strike.*** Other creatures provoke an opportunity attack from the bullywug when they enter the reach it has with their pike. > > ***Stop Thrust.*** When the bullywug hits a creature with an opportunity attack using their pike, the creature's speed becomes 0 for the rest of the turn. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) bludgeoning damage. > > ***Pike.*** *Melee Weapon Attack:* +3 to hit, reach 10 ft., one target. *Hit:* 6 (1d10 + 1) bludgeoning damage. \page ___ > ## Bullywug Hunter >*Medium humanoid (bullywug), neutral-evil* > ___ > - **Armor Class** 13 (hide armor) > - **Hit Points** 11(2d8 + 2) > - **Speed** 20ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|12 (+1)|13 (+1)|7 (-2)|10 (+0)|7 (-2)| >___ > - **Skills** perception +2, stealth +3, survival +2 > - **Senses** passive Perception 12 > - **Languages** Bullywug > - **Challenge** 1/4 (50 XP) > ___ > ***Amphibious.*** The bullywug can breathe air and water. > > ***Speak with Frogs and Toads.*** The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. > > ***Swamp Camouflage.*** The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. > > ***Standing Leap.*** The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. > > ### Actions > ***Multiattack.*** The bullywug makes two ranged attacks with its darts. > > ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) bludgeoning damage. > > ***Dart.*** *Ranged Weapon Attack:* +3 to hit, range 20/60 ft., one target. *Hit:* 3 (1d4 + 1) piercing damage. ___ > ## Bullywug Poisoner >*Medium humanoid (bullywug), neutral-evil* > ___ > - **Armor Class** 13 (hide armor) > - **Hit Points** 11(2d8 + 2) > - **Speed** 20ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|12 (+1)|13 (+1)|7 (-2)|10 (+0)|7 (-2)| >___ > - **Skills** perception +2, stealth +3, survival +2 > - **Senses** passive Perception 12 > - **Languages** Bullywug > - **Challenge** 1/4 (50 XP) > ___ > ***Amphibious.*** The bullywug can breathe air and water. > > ***Speak with Frogs and Toads.*** The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. > > ***Swamp Camouflage.*** The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. > > ***Standing Leap.*** The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. > > ***Poison Food.*** The bullywug puts an injested poison into food or drink. A creature who consumes the poison must make a DC 10 Constitution saving throw. On a failed save, it is Poisoned for 24 hours. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) bludgeoning damage. > > ***Blowgun.*** *Ranged Weapon Attack:* +3 to hit, range 25/100 ft., one target. *Hit:* 2 (1 + 1) piercing damage and the target must succeed on a DC 10 Constitution saving throw or take 1d4 poison damage and be Poisoned until the end of their next turn. \page ___ > ## Bullywug Augur >*Medium humanoid (bullywug), neutral-evil* > ___ > - **Armor Class** 11 > - **Hit Points** 17 (3d8 + 3) > - **Speed** 20ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|12 (+1)|13 (+1)|7 (-2)|10 (+0)|7 (-2)| >___ > - **Skills** history +0, stealth +3 > - **Senses** passive Perception 10 > - **Languages** Bullywug, Common > - **Challenge** 1/2 (100 XP) > ___ > ***Amphibious.*** The bullywug can breathe air and water. > > ***Speak with Frogs and Toads.*** The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. > > ***Swamp Camouflage.*** The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. > > ***Standing Leap.*** The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. > > ***Commander.*** > > ***Innate Spellcasting.*** The bullywug's spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components: > - At will ritual: augury > - At will: mind sliver > - 1/day each: dissonant whispers, divination > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) bludgeoning damage. > ___ > ## Bullywug Blighter >*Medium humanoid (bullywug), neutral-evil* > ___ > - **Armor Class** 13 (hide armor) > - **Hit Points** 17(3d8 + 3) > - **Speed** 20ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|12 (+1)|13 (+1)|7 (-2)|10 (+0)|7 (-2)| >___ > - **Skills** nature +0, stealth +3 > - **Senses** passive Perception 10 > - **Languages** Bullywug > - **Challenge** 1/2 (100 XP) > ___ > ***Amphibious.*** The bullywug can breathe air and water. > > ***Speak with Frogs and Toads.*** The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. > > ***Swamp Camouflage.*** The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. > > ***Standing Leap.*** The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. > > ***Awaken Blights.*** The bullywug can turn plants into blights. It is a ritual that takes a day, allowing them to create up to 1 CR worth of blights from the appropriate plants. > > ***Innate Spellcasting.*** The bullywug's spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components: > - At will: entangle, thorn whip > > ### Actions > ***Multiattack.*** The bullywug makes two melee attacks: one with its bite and one with its quarterstaff. > > ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) bludgeoning damage. > > ***Quarterstaff.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8 + 1) bludgeoning damage. \page ___ > ## Bullywug Crooner >*Medium humanoid (bullywug), neutral-evil* > ___ > - **Armor Class** 11 > - **Hit Points** 17 (3d8 + 3) > - **Speed** 20ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|12 (+1)|13 (+1)|7 (-2)|10 (+0)|7 (-2)| >___ > - **Skills** intimidation +2, stealth +3 > - **Senses** passive Perception 10 > - **Languages** Bullywug, Common > - **Challenge** 1/2 (100 XP) > ___ > ***Amphibious.*** The bullywug can breathe air and water. > > ***Speak with Frogs and Toads.*** The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. > > ***Swamp Camouflage.*** The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. > > ***Standing Leap.*** The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. > > ***Commander.*** The bullywug can use the Help action as a bonus action. Additionally, when it uses the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of the bullywug if the target can see or hear them. > > ***Innate Spellcasting.*** The bullywug's spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components: > - At will: thaumaturgy, vicious mockery > - 1/day each: command, sleep > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) bludgeoning damage. > ___ > ## Bullywug Cruster >*Medium humanoid (bullywug), neutral-evil* > ___ > - **Armor Class** 15 (hide armor, shield) > - **Hit Points** 17 (3d8 + 3) > - **Speed** 20ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|12 (+1)|13 (+1)|7 (-2)|10 (+0)|7 (-2)| >___ > - **Skills** stealth +3, > - **Damage Resistances** fire > - **Senses** passive Perception 10 > - **Languages** Bullywug > - **Challenge** 1/2 (100 XP) > ___ > ***Amphibious.*** The bullywug can breathe air and water. > > ***Speak with Frogs and Toads.*** The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. > > ***Swamp Camouflage.*** The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. > > ***Standing Leap.*** The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. > > ### Actions > ***Multiattack.*** The bullywug makes two melee attacks: one with its bite and one with its fist. > > ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) bludgeoning damage. > > ***Fist.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft. *Hit:* 4 (1d6 + 1) bludgeoning damage. > ### Bonus Actions > ***Mud Crust.*** When in swampy terrain, the bullywug coats itself in a handful of mud. They gain 1d6 temporary hit points. If not surprised, the bullywug will start combat with 6 temporary hit points. > > ### Reactions > ***Protection.*** When the bullywug sees a creature attack a target other than them that is within 5 feet of them, the bullwug can use their Reaction to impose disadvantage on the Attack roll. They must be wielding a shieldâ . \page ___ > ## Bullywug Flykeeper >*Medium humanoid (bullywug), neutral-evil* > ___ > - **Armor Class** 15 (hide armor, shield) > - **Hit Points** 17 (3d8 + 3) > - **Speed** 20ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|12 (+1)|13 (+1)|7 (-2)|10 (+0)|7 (-2)| >___ > - **Skills** animal handling +2, stealth +2 > - **Senses** passive Perception 10 > - **Languages** Bullywug > - **Challenge** 1/2 (100 XP) > ___ > ***Amphibious.*** The bullywug can breathe air and water. > > ***Speak with Frogs and Toads.*** The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. > > ***Swamp Camouflage.*** The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. > > ***Standing Leap.*** The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. > > ***Cloak of Flies.*** The bullywug is surrounded by biting flies. The cloak of flies extends 5 feet from it in every direction, but not through total cover. Any non-bullywug creature that ends its turn in the cloak must make a DC 12 Dexterity saving throw, taking 2 (1d4) piercing damage on a failed save. > > ### Actions > ***Multiattack.*** The bullywug makes two melee attacks: one with its bite and one with its spear. > > ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) bludgeoning damage. > > ***Spear.*** *Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. > > ***Attract Flies.*** The bullywug throws a blob of fly attractant into a space within 15 feet that they can see. This summons a cloud of flies in that space for 1 minute. > > Any non-bullywug creature in the cloud space must succeed on a Dexterity saving throw or take 1d4 piercing damage. A non-bullywug creature must also make the saving throw when it moves into the cloud space for the first time on a turn or ends its turn there. ___ > ## Bullywug Healer >*Medium humanoid (bullywug), neutral-evil* > ___ > - **Armor Class** 11 > - **Hit Points** 17(3d8 + 3) > - **Speed** 20ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|12 (+1)|13 (+1)|7 (-2)|10 (+0)|7 (-2)| >___ > - **Skills** arcana +0, intimidation +2, stealth +3 > - **Senses** passive Perception 10 > - **Languages** Bullywug > - **Challenge** 1/2 (100 XP) > ___ > ***Amphibious.*** The bullywug can breathe air and water. > > ***Speak with Frogs and Toads.*** The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. > > ***Swamp Camouflage.*** The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. > > ***Standing Leap.*** The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. > > ***Innate Spellcasting.*** The bullywug's spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components: > - At will: spare the dying, toll the dead > - 1/day each: cure wounds, lesser restoration > > ### Actions > ***Multiattack.*** The bullywug makes two melee attacks: one with its bite and one with its quarterstaff. > > ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) bludgeoning damage. > > ***Quarterstaff.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8 + 1) bludgeoning damage. \page ___ > ## Bullywug Leaper >*Medium humanoid (bullywug), neutral-evil* > ___ > - **Armor Class** 13 (hide armor) > - **Hit Points** 17(3d8 + 3) > - **Speed** 20ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|12 (+1)|13 (+1)|7 (-2)|10 (+0)|7 (-2)| >___ > - **Skills** athletics +3, stealth +3 > - **Senses** passive Perception 10 > - **Languages** Bullywug > - **Challenge** 1/2 (100 XP) > ___ > ***Amphibious.*** The bullywug can breathe air and water. > > ***Speak with Frogs and Toads.*** The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. > > ***Swamp Camouflage.*** The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. > > ***Standing Leap.*** The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. > > ***Pounce.*** If the bullywug moves at least 10 ft. straight toward a creature and then hits it with a kick attack on the same turn, that target must succeed on a DC 12 Strength saving throw. On failure the target is knocked prone or pushed up to 10 feet away. > > ***Sprint.*** The bullywug can use the Dash action as a bonus action on their turn. > > ### Actions > ***Multiattack.*** The bullywug makes two melee attacks: one with its bite and one with its kick. > > ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) bludgeoning damage. > > ***Kick.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) bludgeoning damage. ___ > ## Bullywug Piper >*Medium humanoid (bullywug), neutral-evil* > ___ > - **Armor Class** 13 (hide armor) > - **Hit Points** 17(3d8 + 3) > - **Speed** 20ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|12 (+1)|13 (+1)|7 (-2)|10 (+0)|7 (-2)| >___ > - **Skills** performance +0, stealth +3 > - **Senses** passive Perception 10 > - **Languages** Bullywug > - **Challenge** 1/2 (100 XP) > ___ > ***Amphibious.*** The bullywug can breathe air and water. > > ***Speak with Frogs and Toads.*** The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. > > ***Swamp Camouflage.*** The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. > > ***Standing Leap.*** The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. > > ***Spellcasting.*** The bullywug is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 10). The bullywug has the following bard spells prepared: > - Cantrips: thunderclap, vicious mockery > - 1st level (2 slots): cause fear, thunderwave > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) bludgeoning damage. \page ___ > ## Bullywug Stalker >*Medium humanoid (bullywug), neutral-evil* > ___ > - **Armor Class** 13 (hide armor) > - **Hit Points** 11(2d8 + 2) > - **Speed** 20ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|12 (+1)|13 (+1)|7 (-2)|10 (+0)|7 (-2)| >___ > - **Skills** perception +2, stealth +3 > - **Senses** passive Perception 12 > - **Languages** Bullywug > - **Challenge** 1/2 (100 XP) > ___ > ***Amphibious.*** The bullywug can breathe air and water. > > ***Speak with Frogs and Toads.*** The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. > > ***Swamp Camouflage.*** The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. > > ***Standing Leap.*** The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. > > ***Duck Down.*** The bullywug can use the Hide action as a bonus action on their turn. They can hide and move while hidden without being obscured if they are in swamp terrain. > > ### Actions > ***Multiattack.*** The bullywug makes two melee attacks: one with its bite and one with its spear. > > ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) bludgeoning damage. > > ***Spear.*** *Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. ___ > ## Bullywug Trapper >*Medium humanoid (bullywug), neutral-evil* > ___ > - **Armor Class** 13 (hide armor) > - **Hit Points** 17(3d8 + 3) > - **Speed** 20ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|12 (+1)|13 (+1)|7 (-2)|10 (+0)|7 (-2)| >___ > - **Skills** perception +2, stealth +3, survival +2 > - **Senses** passive Perception 12 > - **Languages** Bullywug > - **Challenge** 1/2 (100 XP) > ___ > ***Amphibious.*** The bullywug can breathe air and water. > > ***Speak with Frogs and Toads.*** The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. > > ***Swamp Camouflage.*** The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. > > ***Standing Leap.*** The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. > > ***Spellcasting.*** The bullywug is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 10). The bullywug has the following ranger spells prepared: > > - 1st level (2 slots): ensnaring strike, snare > > ### Actions > ***Multiattack.*** The bullywug makes two ranged attacks with its darts. > > ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) bludgeoning damage. > > ***Dart.*** *Ranged Weapon Attack:* +3 to hit, range 20/60 ft., one target. *Hit:* 3 (1d4 + 3) piercing damage. \page ___ > ## Bullywug Overseer >*Medium humanoid (bullywug), neutral-evil* > ___ > - **Armor Class** 13 (hide armor) > - **Hit Points** 22 (4d8 + 4) > - **Speed** 20ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|12 (+1)|13 (+1)|7 (-2)|10 (+0)|7 (-2)| >___ > - **Skills** intimidation +4, stealth +3 > - **Senses** passive Perception 10 > - **Languages** Bullywug > - **Challenge** 1 (200 XP) > ___ > ***Amphibious.*** The bullywug can breathe air and water. > > ***Speak with Frogs and Toads.*** The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. > > ***Swamp Camouflage.*** The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. > > ***Standing Leap.*** The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. > > ***Commander.*** The bullywug can use the Help action as a bonus action. Additionally, when it uses the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of the bullywug if the target can see or hear them. > > ### Actions > ***Multiattack.*** The bullywug makes three melee attacks: one with its bite and one with its whip in each hand. > > ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) bludgeoning damage. > > ***Whip.*** *Melee Weapon Attack:* +3 to hit, reach 10 ft., one target. *Hit:* 3 (1d4 + 1) slashing damage. > ___ > ## Bullywug Warlock >*Medium humanoid (bullywug), neutral-evil* > ___ > - **Armor Class** 11 > - **Hit Points** 22 (4d8 + 4) > - **Speed** 20ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|12 (+1)|13 (+1)|7 (-2)|10 (+0)|7 (-2)| >___ > - **Skills** arcana +0, intimidation +2, stealth +3 > - **Senses** passive Perception 10 > - **Languages** Bullywug, Sylvan > - **Challenge** 1 (200 XP) > ___ > ***Amphibious.*** The bullywug can breathe air and water. > > ***Speak with Frogs and Toads.*** The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. > > ***Swamp Camouflage.*** The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. > > ***Standing Leap.*** The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. > > ***Awakened Mind.*** The bullywug can touch the minds of other creatures. It can telepathically speak to any creature it can see within 120 feet of it. It does not need to share a language with the creature for it to understand the telepathic utterances, but the creature must be able to understand at least one language. > > ***Familiar.*** The bullywug has a familiar that takes the form of a giant fly. They can communicate telepathically with the fly and perceive through the it's senses as long as they are on the same plane of existence. They can also speak through their familiar in their own voice. > > ***Innate Spellcasting.*** The bullywug's spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components: > - At will: ray of sickness, thaumaturgy > - 1/day each: find familiar, sleep, tongues > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) bludgeoning damage. > > ***Dread Presence.*** The bullywug can project the fearsome presence of its patron. As an action, it causes each creature in a 10-foot cube originating from the bullywug to make a Wisdom saving throw against their spell save DC. The creatures that fail their saving throws are all frightened of the bullywug until the end of its next turn.