Bullywugs

Bullywugs

Warren Mahey

Bullywugs

Julian Kok


Bullywug

Medium humanoid (bullywug), neutral evil


  • Armor Class 13 (Hide Armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 20 ft., 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 1/2 (100 XP)

Swamp Dweller. The bullywug can breathe air and water, and 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.

Rancid Air. A creature that receives magical healing within 5 feet of one or more bullywugs must succeed on a DC 11 Constitution saving throw or be Poisoned and Stunned until the end of its next turn.

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.

Foul Croak (Recharge 6). Each creature in a 15 foot cone must succeed on a DC 11 Constitution saving throw or take 3 (1d6) thunder and 3 (1d6) poison damage.


Bullywug Twitcher

Medium humanoid (bullywug), neutral evil


  • Armor Class 14 (Hide Armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 7 (-2) 11 (+0) 8 (-1)

  • Saving Throws DEX +4
  • Skills Stealth +3
  • Senses Passive Perception 10
  • Languages Bullywug
  • Challenge 1 (200 XP)

Swamp Dweller. The bullywug can breathe air and water, and has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

Spasmodic Hop. 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. It has advantage on attacks against creatures it started its turn at least 15 ft. away from.

Rancid Air. A creature that receives magical healing within 5 feet of one or more bullywugs must succeed on a DC 12 Constitution saving throw or be Poisoned and Stunned until the end of its next turn.

Actions

Multiattack. The bullywug makes two melee attacks.

Kick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. On a critical hit, the target is knocked prone.

Foul Croak (Recharge 5-6). Each creature in a 15 foot cone must succeed on a DC 12 Constitution saving throw or take 3 (1d6) thunder and 3 (1d6) poison damage.

Reactions

Hyperextended Flailing. As a reaction to a creature making an attack of opportunity against it, the bullywug makes a kick attack against the attacker.


Bullywug Croaker

Medium humanoid (bullywug), neutral evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 90 (12d10 + 24)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 14 (+2) 9 (-1) 16 (+3) 8 (-1)

  • Saving Throws CON +5
  • Skills Perception +5, Stealth +4
  • Senses Passive Perception 15
  • Languages Bullywug
  • Challenge 3 (700 XP)

Swamp Dweller. The bullywug can breathe air and water, and 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.

Rancid Air. A creature that receives magical healing within 5 feet of one or more bullywugs must succeed on a DC 13 Constitution saving throw or be Poisoned and Stunned until the end of its next turn.

Actions

Foul Croak. Each creature in a 15 foot cone must succeed on a DC 13 Constitution saving throw or take 7 (2d6) thunder and 7 (2d6) poison damage and be knocked prone, or half as much damage on a success.

Bweeie Bw Bwe. A foul miasma boils from the ground around the bullywug in a 20 ft. radius. Until the end of the bullywug's next turn, each creature with the Swamp Dweller trait that starts its turn in the area adds 2 (1d4) to their attack rolls, and each creature without the trait that starts its turn in the area subtracts 2 (1d4) from its attack rolls.

Brekekekex, Koax, Koax (Recharge 5-6). The earth around the bullywug shudders and shifts in a 20 ft. radius, turning any difficult terrain hazardous. A creature not native to a swamp that starts its turn in difficult terrain in the area must succeed on a DC 13 Strength saving throw or be restrained (escape DC 13).


Bullywug Royal

Medium humanoid (bullywug), neutral evil


  • Armor Class 16 (Breastplate)
  • Hit Points 120 (16d10 + 32)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 6 (-2) 17 (+3) 10 (+0)

  • Saving Throws STR +7, CON +5
  • Skills Athletics +7, Deception +6, Insight +6
  • Senses Passive Perception 13
  • Languages Bullywug
  • Challenge 5 (1,800 XP)

Swamp Dweller. The bullywug can breathe air and water, and 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.

Frog Rider. While riding a Large or larger frog, the bullywug acts on its mount's initiative, rather than rolling its own, and it has advantage on attack rolls against creatures smaller than its mount.

Actions

Multiattack. The bullywug makes two attacks with its waterlogged lance.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.

Waterlogged Lance. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) piercing damage. If the target is mounted, it must succeed on a DC 15 Strength saving throw or be knocked prone. On a natural 1, this weapon shatters and the bullywug is knocked prone.

Reactions

Berate. As a reaction to an allied creature within 30 ft. missing with an attack, the bullywug berates the ally. Each other ally of the noble's that can hear and understand it has advantage on the first attack it makes in the next minute.


Bullywug Mud Lord

Medium humanoid (bullywug), neutral evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 171 (18d10 + 72)
  • Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 15 (+2) 18 (+4) 14 (+2) 18 (+4) 13 (+1)

  • Saving Throws DEX +5, CON +7, CHA +4
  • Skills Deception +7, Perception +7, Stealth +4
  • Senses Passive Perception 17
  • Languages Bullywug
  • Challenge 7 (2,900 XP)

Swamp Dweller. The bullywug can breathe air and water, and 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.

Rancid Air. A creature that receives magical healing within 5 feet of one or more bullywugs must succeed on a DC 15 Constitution saving throw or be Poisoned and Stunned until the end of its next turn.

Necessary Sacrifices. If the bullywug damages an ally with either its Electric Reflux or its Fiery Croak, it may immediately roll to recharge its Electrical Reflux.

Actions

Multiattack. The Mud Lord makes three attacks with its notched cudgel.

Notched Cudgel. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. This attack deals an additional 9 (2d8) damage to a prone creature.

Fiery Croak. Each creature in a 15 foot cone must succeed on a DC 15 Constitution saving throw or take 10 (3d6) thunder and 10 (3d6) Fire damage and be knocked prone, or take half as much damage on a success.

Electric Reflux (Recharge 5-6). The bullywug retches a globule of electrochemical mucous that splashes over a 10 ft. radius within 60 feet. Each creature in the area must succeed on a DC 15 Constitution saving throw or take 27 (6d8) lightning damage and be unable to take reactions until the start of its next turn, or take half as much damage on a success.