Swamp Things & Sea Monsters

by DMB

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Lizardmen


Lizardfolk Fighter

Medium humanoid (lizardfolk), neutral


  • Armor Class 15 (natural armor, shield)
  • Hit Points 22 (4d8+4)
  • Speed 30ft., swim 30ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 7 (-2) 12 (+1) 7 (-2)

  • Skills Perception +3, Stealth +4, Survival +5
  • Senses passive Perception 13
  • Languages Draconic
  • Challenge 1/2 (100 XP)

Hold Breath. The lizardfolk can hold its breath for 15 minutes.

Actions

Multiattack. The lizardfolk makes two melee attacks, each with a different weapon.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/120ft., one target. Hit: 5 (1d6+2) piercing damage.

Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6+2) piercing damage.

Lizardfolk Champion

The strongest and tallest among the tribes of lizardfolk that still make up the warriors are known as the champions, and have the following changes:

  • They have 33 (6d8+6) hit points.
  • They have 16 Strength, and +5 to hit and +3 to damage rolls.
  • If they hit a Medium sized or smaller creature with their spiked shield attack, that creature must succeed on a DC 12 Strength saving throw or be knocked prone.
  • Their CR is 1 (200 XP).

Lizardfolk Tracker

Medium humanoid (lizardfolk), neutral


  • Armor Class 15 (natural armor)
  • Hit Points 22 (4d8+4)
  • Speed 30ft., swim 30ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 13 (+1) 7 (-2) 14 (+2) 7 (-2)

  • Skills Perception +4, Stealth +6, Survival +5
  • Senses passive Perception 14
  • Languages Draconic
  • Challenge 1 (200 XP)

Hold Breath. The lizardfolk can hold its breath for 15 minutes.

Sneak Attack (1/Turn). The lizardfolk deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the lizardfolk that isn't incapacitated and the lizardfolk doesn't have disadvantage on the attack roll.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage.

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage plus 3 (1d6) poison damage.

Dart. Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/120ft., one target. Hit: 4 (1d4+2) piercing damage plus 3 (1d6) poison damage.

Lizardfolk are simple and tribal creatures home to many swamps, rivers, and coastal regions of the world. The creatures themselves seem to be invariably of simple and self centered mind. They care very little for the outside world, save when it intrudes upon the domain or safety of their tribe. Sometimes lizardfolk strike out and explore the world, rare as that may be.

Most lizardfolk possess no ill will, and the various tribes are known to engage in trade with other more civilized races. In times of battle, or should they feel threatened, lizardfolk make fierce warriors, however. Ritual battles and tradition ensure every able bodied member of a tribe, male or female, is capable of hefting bone spear and moss shield.

Some lizardfolk however tend towards ambush and poisons distilled from the local flora and fauna. They will wait in ambush, usually disguised as a log or reed clump, before springing their ambush and poison-laced darts at whatever catches their ire.


Lizardfolk Mercenary

Medium humanoid (lizardfolk), any neutral alignment


  • Armor Class 16 (natural armor, shield)
  • Hit Points 30 (5d8+8)
  • Speed 30ft., swim 30ft.

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

  • Skills Perception +5, Stealth +3, Survival +3
  • Senses passive Perception 15
  • Languages Draconic and one other language
  • Challenge 2 (450 XP)

Hold Breath. The lizardfolk can hold its breath for 15 minutes.

Tenderize (1/Turn). When the lizardfolk makes a melee attack with its morningstar and hits, the target takes an extra 7 (2d6) damage, and the lizardfolk gains temporary hit points equal to the extra damage dealt.

Actions

Multiattack. The lizardfolk makes two melee attacks, each with a different weapon.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.

Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/120ft., one target. Hit: 5 (1d6+2) piercing damage.

Spiked Shield. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6+3) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Though rare, sometimes lizardfolk will strike out into the world on their own. Most will find work as mercenaries, and they're damn good at it! The martial tradition of their tribe is focused on personal excellence. This translates quite well to the life of a sell sword, though, they seem to prefer crushing implements over blades.

While you'll never see a mercenary company made up of lizardfolk, some of the more successful of atypical bands will have a lizardfolk in their ranks.


Lizardfolk Regent

Medium humanoid (lizardfolk), neutral


  • Armor Class 15 (natural armor)
  • Hit Points 78 (12d8+24)
  • Speed 30ft., swim 30ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 11 (+0) 12 (+1) 15 (+2)

  • Saving Throws Con +4, Wis +3
  • Skills Perception +5, Stealth +5, Survival +5
  • Senses passive Perception 15
  • Languages Draconic
  • Challenge 4 (1,100 XP)

Hold Breath. The lizardfolk can hold its breath for 15 minutes.

Skewer (1/Turn). When the lizardfolk makes a melee attack with its trident and hits, the target takes an extra 10 (3d6) damage, and the lizardfolk gains temporary hit points equal to the extra damage dealt.

Actions

Multiattack. The lizardfolk makes two melee attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) slashing damage.

Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60ft., one target. Hit: 7 (1d8+3) piercing damage, or 8 (1d10+3) piercing damage if used with two hands to make a melee attack.

Right to rule passes by blood in the tribes of the lizardfolk. That's not to say it always stays in the same bloodline exactly, but regicide is a slightly less informal affair. A tribe passes its leadership by blood as long as that bloodline remains the strongest.

Not necessarily physically, but usually so. Ursurping the king and queen of a tribe is seen as something only done when dire incompetence occurs.


Lizardfolk Shaman

Medium humanoid (lizardfolk), neutral


  • Armor Class 13 (natural armor)
  • Hit Points 27 (5d8+5)
  • Speed 30ft., swim 30ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 10 (+0) 15 (+2) 8 (-1)

  • Skills Perception +4, Stealth +4, Survival +6
  • Senses passive Perception 13
  • Languages Draconic
  • Challenge 2 (450 XP)

Hold Breath. The lizardfolk can hold its breath for 15 minutes.

Spellcasting (Lizardfolk Form Only). The lizardfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The lizardfolk has the following druid spells prepared:

Cantrips (at will): druidcraft, produce flame, thorn whip

1st level (4 slots): entangle, fog cloud

2nd level (3 slots): heat metal, spike growth

3rd level (2 slots): conjure animals (reptiles only), plant growth

Actions

Multiattack (Lizardfolk Form Only). The lizardfolk makes two attacks, one with its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage, or 7 (1d10+2) piercing damage in crocodile form. If the lizardfolk is in crocodile form and the target is a Large or smaller creature, the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the lizardfolk can't bite another target. If the lizardfolk reverts to its true form, the grapple ends.

Claws (Lizardfolk Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.

Change Shape (Recharges after a Short or Long Rest). The lizardfolk magically polymorphs into a crocodile (size Large), remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Lizardfolk worship the natural land around them. Shamans themselves often eschew tribal affiliations, and frequequently act as mediators between tribes as they protect the land.


Lizardfolk Spirit Walker

Medium humanoid (lizardfolk), neutral


  • Armor Class 17 (natural armor)
  • Hit Points 44 (8d8+8)
  • Speed 30ft., fly (hover) 30ft., swim 30ft.

STR DEX CON INT WIS CHA
9 (-1) 10 (+0) 13 (+1) 10 (+0) 17 (+3) 14 (+2)

  • Damage Resistances force; bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Skills Arcana +4, Nature +7, Perception +7,
    Survival +7
  • Senses blindsight 60ft., passive Perception 17
  • Languages Draconic, Telepathy 120ft.
  • Challenge 4 (1,100 XP)

Ethereal Sight. The lizardfolk can see 30 feet into the Ethereal Plane when it is on the Material Plane.

Incorporeal Movement (3/Day). The lizardfolk can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Innate Spellcasting. The lizardfolk's spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The lizardfolk can innately cast the following spells, requiring no material components:

at will: commune with nature, detect magic, druidcraft, produce flame

2/day each: beast sense, entangle, spike growth

1/day each: conjure animals (reptiles only), lesser restoration

Actions

Bite. Melee Weapon Attack. +5 to hit, reach 15ft., one target. Hit: 6 (1d6+3) piercing damage plus 7 (2d6) force damage.

Gateway (Recharge 5-6). The lizardfolk targets a creature it can see within 60ft. That creature must succeed on a DC 13 Wisdom saving throw or be thrown through the planes, taking 11 (2d10) force damage, before being depositing back at a location of the lizardfolk's choosing within 20ft. of its original location.

Reactions

Planestep. As a reaction to taking damage, the lizardfolk can teleport to an unoccupied space within 20ft.

Swamps are a dangerous terrain to be in. Especially when you draw the ire of the spirits and druids who roam them. There are many a tale of fools who escaped certain doom by a hairsbreadth from a creature neither alive nor dead.

Bullywugs


Bullywug

Medium humanoid (bullywug), neutral evil


  • Armor Class 15 (hide armour, shield)
  • Hit Points 11 (2d8+2)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 13 (+1) 7 (-2) 10 (+0) 7 (+0)

  • 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 spear.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.

Spear. Melee 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.

Bullywugs prize strength and prowess. Those who cannot find great treasures must prove their value in combat, as well as to protect themselves from the swamp's dangerous denizens. Their tactics are simple, but effective: stay in the water, and stay out of sight.

Variant: Veteran Bullywug

Bullywugs who have stayed alive long enough tend to be much stronger than normal. They have the following changes:

  • They have 22 (4d8+4) hit points.
  • Their Strength score is 14, and have +4 to-hit and +2 to damage rolls.
  • They have a CR of 1 (200 XP).

Bullywug Netfighter

Medium humanoid (bullywug), neutral evil


  • Armor Class 15 (hide armour, shield)
  • Hit Points 11 (2d8+2)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 13 (+1) 7 (-2) 10 (+0) 7 (+0)

  • Skills Perception +2, Stealth +5
  • 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.

Actions

Multiattack. The bullywug makes two melee attacks: one with its bite and one with its dagger.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.

Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.

Net. Melee Weapon Attack: +3 to hit, range 10/20 ft., one target. Hit: Restrained (escape DC 11).

Bullywug netfighters are ambushers of the highest order. They wait just under the surface for a creature to pass by before springing to the attack with a net. While the creature is thus restrained, they close in with their knives for the kill in relative safety.

They are much more alert and patient than bullywugs who hunt with spears. While their lower caste position afford them little fanfare, they are a very dangerous foe should they get the drop on you.


Giant Frog

Medium beast, unaligned


  • Armor Class 11
  • Hit Points 18 (4d8)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 11 (+0) 2 (-4) 10 (+0) 3 (-4)

  • Skills Perception +2, Stealth +3
  • Senses darkvision 30 ft., passive Perception 10
  • Languages none
  • Challenge 1/4 (50 XP)

Amphibious. The giant frog can breathe air and water.

Standing Leap. The giant frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.

Swallow. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time.

If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Bullywugs use their kinship with other amphibians to great effect in their courts. Normal sized frogs and toads are used as pets, alarm systems, communications, and pest control within their hamlets and farms. They use giant frogs to great effect as well, as they are of excellent size to be used as workbeasts and hunting companions.

Bullywug hunters use giant frogs to help corner prey, using their powerful bites to grab prey and hold it in place for easy captures, or drag prey into the water for easy kills. Giant frogs are also used as guards for bullywug aristocracy, considered to be more loyal and less bribeable than the bullywugs are themselves. The frogs are also used as pack animals for when bullywugs are on the move or when bullywugs partake in trade.


Bullywug Predator

Medium creature (bullywug), neutral evil


  • Armor Class 14 (hide armour)
  • Hit Points 16 (3d8+3)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
12(+1) 14(+2) 13(+1) 9(-1) 13(+1) 7(-2)

  • Skills Perception +5, Stealth +6, Survival +5
  • Senses passive Perception 15
  • Languages Bullywug
  • Challenge 1/2 (100 XP)

Amphibious. The predator can breathe air and water.

Keen Hearing and Sight. The predator has advantage on any Wisdom (Perception) checks that rely on hearing or sight.

Speak with Frogs and Toads. The predator can communicate simple concepts to frogs and toads when it speaks in Bullywug.

Swamp Camouflage. The predator has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

Standing Leap. The predator'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 predator makes two ranged attacks.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.

Poison Dart. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 4 (1d4+2) piercing damage plus 2 (1d4) poison damage.

Peering out from the rushes, bullywug predators are eyes and ears of a bullywug court. They know the swamp like no others do, and their arrows provide for much of the food the court needs. Though they are not the most esteemed members of the court, they are some of the most useful, and higher-ranking bullywugs grant predators some respect.

Bullywug predators are ambushers who rely on the water for much of their technique. They'll wait below the surface of shallow water, and when prey gets close, emerge up and let loose a flurry of darts made with toad poison. If their mark is still alive, they'll retreat into the water for their own safety and let loose further shots when they can, or set giant frogs on them to make sure there's no escape.

Bullywugs rarely communicate with non-bullywugs aside from their raids, but if they do, it is done through the predators. Some of them have picked up enough Common to get by in dealing with other humanoids, and predators will often act as guides for swamp travelers in exchange for material goodies.


Bullywug Toad Rider

Medium humanoid (bullywug), neutral evil


  • Armor Class 15 (hide armour, shield)
  • Hit Points 33 (5d8+10)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 7 (-2) 12 (+1) 7 (-2)

  • Skills Animal Handling +3, Stealth +3
  • Senses passive Perception 11
  • Languages Bullywug
  • Challenge 1 (200 XP)

Amphibious. The toad rider can breathe air and water.

Skilled Rider. Attack rolls made against the toad rider's mount are made at disadvantage.

Speak with Frogs and Toads. The toad rider can communicate simple concepts to frogs and toads when it speaks in Bullywug.

Swamp Camouflage. The toad rider has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

Standing Leap. The toad rider'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 toad rider makes two melee attacks. If the toad rider is mounted, it can have its mount make one attack instead of one of their own.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.

Spear. Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.

In the swamps, mobility is everything. Being able to move quickly through the ferns, mangroves, and waterways is essential to navigating the marshes and wetlands bullywugs call home. In order to do this, many bullywugs train in toadback riding. These bullywug toad riders are maneuverable adversaries, leaping and hopping from land to water and back again, always on the move to get advantages on the battlefield. They often work in legion with unmounted bullywugs in order to flank their opponents in combat and strike them down with their spears or the venomous bites of their toad mounts.

Becoming a toad rider is to get on the fast track to advancing in the bullywug hierarchy. Toad riders have better connections to the bullywug sovereign, and they are some of the first ones to be able to reach any potential treasure source that the court finds it its domain.


Giant Toad

Large beast, unaligned


  • Armor Class 11
  • Hit Points 39 (6d10+6)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 13 (+1) 2 (-4) 10 (+0) 3 (-4)

  • Senses darkvision 30 ft., passive Perception 10
  • Languages none
  • Challenge 1 (200 XP)

Amphibious. The giant toad can breathe air and water.

Standing Leap. The giant toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10+2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.

Swallow. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time.

If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

While giant frogs are the work animals of a bullywug court, giant toads are weapons of war. Growing to the size of a compact crocodile, a giant toad's primary use is to be the weapon of choice for bullywug cavaliers. Equipped with a venomous bite and an oversized stomach, giant toads let out bellowing croaks as they emerge from the water to strike at the bullywugs' enemies, rider on toadback. They are effective on land, but even more so in the water, where they can move in three dimensions significantly faster.

A group of toads is called a knot, and the knot of a bullywug court is one of its priceless treasures. The court's sovereign is the owner of every toad in the knot, and they allow other bullywugs permission to use them for the protection of the court or for the sovereign's personal desires.


Bullywug Raider

Medium humanoid (bullywug), neutral evil


  • Armor Class 14 (hide armour)
  • Hit Points 46 (7d8+14)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+2) 14 (+2) 7 (-2) 10 (+0) 7 (-2)

  • Skills Athletics +5, Stealth +4
  • Senses passive Perception 10
  • Languages Bullywug
  • Challenge 2 (450 XP)

Amphibious. The raider can breathe air and water.

Speak with Frogs and Toads. The raider can communicate simple concepts to frogs and toads when it speaks in Bullywug.

Swamp Camouflage. The raider has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

Standing Leap. The raider'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 raider makes two melee attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.

Partisan. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10+3) piercing damage.

Poison Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage plus 2 (1d4) poison damage.

A bullywug court is highly territorial of its land. Without the swamp, the inhabitants would have nothing, and as such any assaults or incursions are defended against with utmost ferocity. Even benign activities such as travelling carts may be considered an offense to the court's ownership, and thus an acceptable target for the bullywug raiders.

Raiders are the elites of the bullywug court. They are powerful warriors who fight for the court's defense, and they also are most frequently the ones to bring back new treasures home. Armed with toad-poison darts and partisans, they can burst out from the swamp for a deadly attack, hoping to overwhelm foes with a quick assault and then be able to loot or ransom them for further rewards.

Bullywugs are organized and unified in a fight, as danger brings out their collective defensive mentality. But the moment combat is over, their animosities return as they squabble and steal from each other in order to bring home the finest rewards for the prestige of treasures.


Bullywug Swampspeaker

Medium humanoid (bullywug), neutral evil


  • Armor Class 11 (16 with barkskin)
  • Hit Points 27 (5d8+5)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 7 (-2)

  • Skills Nature +5, Stealth +3, Perception +4
  • Senses passive Perception 14
  • Languages Bullywug, Druidic
  • Challenge 2 (450 XP)

Amphibious. The swampspeaker can breathe air and water.

Speak with Frogs and Toads. The swampspeaker can communicate simple concepts to frogs and toads when it speaks in Bullywug.

Swamp Camouflage. The swampspeaker has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

Standing Leap. The swampspeaker'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 swampspeaker is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): druidcraft, shape water, poison spray

1st level (4 slots): cure wounds, entangle, speak with animals, thunderwave

2nd level (3 slots): barkskin, darkness

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.

Poison Dart. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage plus 2 (1d4) poison damage.

Bullywugs generally don't venerate the gods. Deities are too up-on-high for their presence to reach them, and they don't have much care for worshipping demons or devils. Bullywugs instead sing praises to the land itself, and to the swamp. Those who are most attuned to the swamp are the bullywug swampspeakers, who act as the spiritual leaders of a bullywug court and lead much of their development.

Swampspeakers are exempt from the normal material heirarchy of a bullywug court, and the most grievous offense a bullywug can commit is to harm a swampspeaker. They provide guidance and healing to the entire court, and keep the court in line with the swamp's delicate natural balance.


Bullywug Sovereign

Medium humanoid (bullywug), neutral evil


  • Armor Class 17 (chain shirt, shield)
  • Hit Points 65 (10d8+20)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 15 (+2) 9 (-1) 12 (+1) 7 (-2)

  • Saving Throws Constitution +4, Wisdom +3
  • Skills Athletics +5, Stealth +4
  • Senses passive Perception 11
  • Languages Bullywug
  • Challenge 4 (1,1000 XP)

Amphibious. The sovereign can breathe air and water.

Brute. A melee weapon deals one extra die of its damage when the sovereign hits with it (included in the attack).

Speak with Frogs and Toads. The sovereign can communicate simple concepts to frogs and toads when it speaks in Bullywug.

Swamp Camouflage. The sovereign has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

Standing Leap. The sovereign'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 sovereign uses Sovereign's Mark, if it can. It then makes two melee attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4+3) bludgeoning damage.

Greatspear. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6+3) piercing damage, or 12 (2d8+3) piercing damage if used with two hands to make a melee attack, plus 4 (2d4) poison damage.

Sovereign's Mark (Recharge 5-6). The sovereign calls out a command, singling out one hostile creature that the sovereign can see. Until the end of the sovereign's next turn, bullywugs have advantage on attack rolls against that creature.

The bullywug sovereign is the true lord of the muck. As the strongest and richest bullywug in their court, the sovereign enjoys all of the privileges and riches the court can offer them, such as access to high-quality metal armour and the finest jewellery and shiny trinkets that they bedeck themselves in. Other bullywugs acquiesce to the sovereign in the chance that they will be rewarded for their service with parts of the sovereign's wealth, or be granted special privileges in the court, such as being allowed to train as a toad rider. Dealing with the sovereign is done through exaggerated titles and words of praise, bowing and kneeling before the sovereign, and giving the sovereign fine items from their personal hoards to curry favour and better material rewards down the line.

Being in charge of the court is a treacherous affair. Bullywugs constantly try to steal, lie, and schmooze with each other in order to acquire more treasure and to convince other bullywugs that the treasure they have is the most valuable in the court, or at least more valuable than their direct rivals'. Bullywugs spend a lot of free time analyzing and evaluating their personal treasure hoards to make sure that the other bullywugs know exactly how much treasure they have. The sovereign needs to do this even more than anyone else, as they are most vulnerable to sudden changes of value in the bullywug treasure economy.

The bullywug sovereign changes frequently as bullywugs constantly reevaluate the value of their hoards and compare them to other bullywugs. Loot flows freely between the bullywugs of the court, and in times of peace, any bullywug can call a group council to examine everyone's wealth and decide if the sovereign still has enough treasure to retain the title, or if it will be usurped by another.

The sovereign wields a unique weapon of bullywug craft called a greatspear, made of rare swamp woods and reinforced with metal to be far more durable than a regular spear and have an extended reach, as well as to ooze a bog poison from its tip. The greatspear is a sacred weapon to represent the connection between the bullywugs and the swamp, and each court has only one greatspear. When a sovereign dies or is usurped, the greatspear is passed on to the next sovereign in line, decided by a council. Outsiders are never willingly given the greatspear unless they are declared the next court sovereign, as can happen with powerful hoarders such as black dragons.

Borrowed Content

The expanded Bullywug stat block was done by Janahwhamme and all credit goes to them. Their GMBinder page is https://www.gmbinder.com/profile/janahwhamme.

Sahuagin


I will simply start off by saying even I do not know much about these devil men of the deep. Most of what I have learned comes not from personal experience, but from trading stories with a Merfolk I befriended in my days near the Sea of Knives. But know this, the Sahuagin? They are very real, and not some mere story told to keep children from wandering near the beaches at night. And know this as well. Worse things lurk in the seas than even they.

Sahuagin are an enigma. They work together. Fight together. And they die together. In my limited experience with them, and from what I have heard from others the creatures simply never surrender. A goblin will grovel and beg, even your average orc will fall to the ground in fear when cornered, but the fish monsters fight to the death without question. The only exception, and I have not admittedly seen this, is in regards to casters. The Sahuagin fear magic and fire like nothing else. They have fell Clerics who worship their fell gods, but seemingly no true magic of their own. Whether inability or some tribal fear, I know not, but I have heard a recounting of a Sahuagin raiding party fleeing in the face of a powerful fire mage. I have also heard of a Sahuagin raiding party ripping through the strongest part of militia line in a suicidal rush to slay a mage.

I have not known any to return from capture by the Sahuagin, and neither did my Merfolk companion. It is assumed they are either sacrificed or eaten by them. Most land folk likely simply drown if captured by the Shauagin, and dragged beneath the waves. Some survivors of raiding parties said they thought they saw necklaces being put around the captives. Necklaces enchanted with water breathing? Perhaps they prefer their captives alive when they return to their dens. I can think of no positive explanation for why they would go to the trouble of taking in a prisoner alive.

And I do not intend to find out. For all my bravery and bravado I will admit I would never consider trying to find what abyssal wreck the Sahuagin call home in the briny deep. And even less still would I deign to ask them. I faced them in battle only once, in my youth, and have done my best to avoid water higher than my ankles ever since.

Four-Armed Freak

Some Sahuagin are born with four limbs rather than two. Any Sahuagin like this is a rare anomaly and is considered to have received a blessing from the dark gods the race worships.

  • A Sahuagin with four arms can make one extra claw or spear or trident attack when they take the attack action. Increase their CR by a factor of 1 when determining encounter CR.
  • Sahuagin Barons and Kings are considered to already have four arms.
Malenti

If a community of aquatic elves is located within 100 miles of a sahuagin community, a about one in one hundred sahuagin will be born looking just like a sea elf. How is unknown, but why is perfectly clear. While the lack the claws and teeth of normal sahuagin, and still retain their inability to survive in fresh water or or land, they otherwise act as near perfect infiltrators for Sahuagin raiders.

I say near perfect, because while they look just like an aquatic elf they still act as cruel and brutish as the devil men of the deep do in their "normal" skin. Scales. Even still, a few can manage to actually blend in with an elven host.

  • Malenti have normal statistics to Sahuagin Warriors or Veterans, however they do not have Bite or Claw attacks.
  • Malenti Infiltrators have managed to actually mimic normal behavior, and have the skills Deception +3, Persuasion +3.

Sahuagin Warrior

Medium humanoid (Sahuagin), lawful evil


  • Armor Class 12 (natural armor)
  • Hit Points 22 (4d8+4)
  • Speed 30ft., swim 40ft.

STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 12 (+1) 13 (+1) 9 (-1)

  • Skills Perception +5
  • Senses darkvision 120 ft., passive Perception 15
  • Languages Sahuagin
  • Challenge 1/2 (100 XP)

Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Limited Amphibiousness. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

Shark Telepathy. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.

Actions

Multiattack. The sahuagin makes two melee attacks: one with its bite and one with its claw or spear.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing 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.


Sahuagin are vicious killers both on land and sea. Thankfully, they cannot live on the surface or in fresh water, so their contamination is limited mostly to remote coastal regions. Nevertheless, their raids still have some reach, especially for those who live along the coast. May a ship has disappeared as well. And while it could be any number of things that claim them, in certain waters you can make a solid bet that the Sahuagin are responsible.


Reef Shark

Medium beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 22 (4d8+4)
  • Speed 0ft., swim 40ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 13 (+1) 1 (-5) 10 (+0) 4 (-3)

  • Skills Perception +2
  • Senses blindsight 30 ft., passive Perception 12
  • Languages
  • Challenge 1/2 (100 XP)

Pack Tactics. The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't incapacitated.

Water Breathing. The shark can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.

The Sahuagin use sharks much like a human might use a dog. Only underwater, and they seem to let the shark-dogs eat their capture as often as they haul it back.

Veteran Sahuagin Warrior

Sahuagin raiders and fighters relish battle and bloodsport. Many become quite good at it, their experience in part marked by their larger brawn, and have the following changes:

  • They have 33 (6d8 + 6) hit points and their AC is 14 (natural armor)
  • They wield Tridents in place of spears: Trident. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d8+1) piercing damage, or 5 (1d10+1) piercing damage if used with two hands to make a melee attack.
  • Their CR is 1 (200 XP)

Sahuagin Net Fighter

Medium humanoid (Sahuagin), lawful evil


  • Armor Class 12 (natural armor)
  • Hit Points 22 (4d8+4)
  • Speed 30ft., swim 40ft.

STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 12 (+1) 13 (+1) 9 (-1)

  • Skills Perception +5
  • Senses darkvision 120 ft., passive Perception 15
  • Languages Sahuagin
  • Challenge 1/2 (100 XP)

Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Limited Amphibiousness. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

Shark Telepathy. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.

Actions

Multiattack. The sahuagin makes two attacks: one with its bite and one with its claw.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage.

Hooked Net. Ranged Weapon Attack: +3 to hit, range 10/20 ft., one target. Hit: The creature is restrained (Escape DC 12). Creatures take 3 slashing damage each time they take an action while restrained other than attempting to escape the net. Creatures who can feel pain have disadvantage on Strength (athletics) or Dexterity (acrobatics) checks to escape the net due to the pain of the numerous jagged hooks.

Sahuagin's preferred method of hauling away their catch is the net. Their nets are made out of woven seaweed and other seaplants, and sometimes rope preserved in some way to survive the briny water they reside in. Almost every net they use will have shark teeth and bone hooks embedded in it. These painful implements heavily discourage those within to attempt to escape their plight.

Sahuagin also seem to greatly enjoy shaking their catch, delighting in the screams it produces from the victim within. This also seems to be a method to bloody a catch before they let their sharks feed.


Hunter Shark

Large beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 45 (6d10+12)
  • Speed 0ft., swim 40ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 15 (+2) 1 (-5) 10 (+0) 4 (-3)

  • Skills Perception +2
  • Senses blindsight 30 ft., passive Perception 12
  • Languages
  • Challenge 2 (450 XP)

Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Water Breathing. The shark can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.

The largest sharks are kept like a knight might keep a warhorse. Sometimes they are even ridden in much the same way.

Veteran Sahuagin Net Fighter

Sahuagin raiders and fighters relish battle and bloodsport. Many become quite good at it, their experience in part marked by their larger brawn, and have the following changes:

  • They have 33 (6d8 + 6) hit points and their AC is 14 (natural armor)
  • Their Strength score is 14, and have +4 to-hit and +2 to damage rolls.
  • Their CR is 1 (200 XP)

Sahuagin Deepguard

Large humanoid (Sahuagin), lawful evil


  • Armor Class 15 (natural armor)
  • Hit Points 51 (6d10+18)
  • Speed 30ft., swim 40ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 12 (+1) 13 (+1) 9 (-1)

  • Skills Perception +5
  • Senses darkvision 120 ft., passive Perception 15
  • Languages Sahuagin
  • Challenge 3 (700 XP)

Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Limited Amphibiousness. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

Shark Telepathy. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.

Actions

Multiattack. The sahuagin makes two attacks: one with its bite and one with its claw or trident. If it has a creature pinned it can also make a bite attack as a bonus action.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) slashing damage.

Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d8+3) piercing damage, or 14 (2d10+3) piercing damage if used with two hands to make a melee attack. The sahuagin can forgo dealing damage to grapple a creature (Escape DC 13). The creature is no longer grappled if the sahuagin makes another trident attack.


Giant Shark

Huge beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 126 11d12+55)
  • Speed 0ft., swim 60ft.

STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 21 (+5) 1 (-5) 10 (+0) 5 (-3)

  • Skills Perception +3
  • Senses blindsight 60 ft., passive Perception 13
  • Languages
  • Challenge 5 (1,800 XP)

Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Water Breathing. The shark can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10+6) piercing damage.

Some sailors tell of a colossal watery monster, large enough to bite a small ship in half, and capsize a smaller one just by swimming beside it. Merfolk tell of a colossal monster devouring entire villages at a time.

Gods, I hate the sea.


Stinging Sea Snail

Tiny beast, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 4 (1d4+2)
  • Speed 5ft., swim 10ft.

STR DEX CON INT WIS CHA
1 (-5) 3 (-4) 14 (+2) 1 (-5) 10 (+0) 5 (-3)

  • Senses blindsight 20 ft., passive Perception 10
  • Languages
  • Challenge 1/8 (50 XP)

Ambphibious. The snail can breathe air and water.

Actions

Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the creature must succeed on a DC 14 Constitution saving throw or become paralyzed for 1 hour.


Sahuagin Baron

Large humanoid (Sahuagin), lawful evil


  • Armor Class 16 (breastplate)
  • Hit Points 76 (9d10+27)
  • Speed 30ft., swim 50ft.

STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 16 (+3) 14 (+2) 13 (+1) 17 (+3)

  • Saving Throws Dex +5, Con +6, Int +5, Wis +4
  • Skills Athletics +7, Perception +7
  • Senses darkvision 120 ft., passive Perception 17
  • Languages Sahuagin
  • Challenge 5 (1,800 XP)

Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Limited Amphibiousness. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

Shark Telepathy. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.

Actions

Multiattack. The sahuagin makes three attacks: one with its bite and two with its claws or trident.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.

Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d8+4) piercing damage, or 15 (2d10+4) piercing damage if used with two hands to make a melee attack.


Sahuagin King

Large humanoid (Sahuagin), lawful evil


  • Armor Class 16 (breastplate)
  • Hit Points 158 (15d10+75)
  • Speed 30ft., swim 50ft.

STR DEX CON INT WIS CHA
23 (+6) 16 (+3) 20 (+5) 16 (+3) 14 (+2) 19 (+4)

  • Saving Throws Dex +6, Con +8, Int +6, Wis +5
  • Skills Athletics +9, Perception +8
  • Senses darkvision 120 ft., passive Perception 18
  • Languages Sahuagin
  • Challenge 8 (1,800 XP)

Blessing of the Deep. The sahuagin king's trident is magical, and when it deals damage to a creature, the sahuagin king knows the exact location of that creature for the next 24 hours.

Blood Frenzy. The sahuagin king has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Deep One's Presence. Sahuagin within 60ft. of the sahuagin king are immune to magical fear, charms, or mind control as long as the King is not incapacitated.

Limited Amphibiousness. The sahuagin king can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

Rampage. When the sahuagin king reduces a creature to 0 hit points, it can move up to its speed and make a bite attack as a bonus action.

Shark Telepathy. The sahuagin king can magically command any sharks within 120 feet of it, using a limited telepathy.

Actions

Multiattack. The sahuagin makes three attacks: one with its bite and two with its claws or trident.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) piercing damage.

Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) slashing damage.

Trident. Melee or Ranged Weapon Attack: +9 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 15 (2d8+6) piercing damage, or 17 (2d10+6) piercing damage if used with two hands to make a melee attack.

Call of the Deep (1/day). The sahuagin king can summon 2d4 reef sharks and 1d4 hunter sharks from the depths of the ocean. The sharks arrive in 3 rounds.

 

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