A Froggy Mind

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A Froggy Mind

A Froggy Mind

Adventure Module

Written by Sasha 'Molotov' Meeks

A short dungeon/adventure for four PCs of levels 2-4. Designed for use in 5th Edition Dungeons and Dragons.

Overview

Set deep in a forest, in an abandoned temple, submerged in a lake, a tribe of Bullywugs have found a home. Although these putrid creatures keep mostly to themselves, only harassing the occasional traveller, the life-giving water that flows through their home also supplies the nearby town of Arretium. With a tainted water supply, everyone in the town has fallen ill with a plague that sends them mad.

Unfortunately, there are no battlemaps attached to this adventure module. I have made a rough map of the Sunken Temple with 'Mipui', an online map creation tool, but it is not to scale. However, the areas are pretty straight-forward, and each room has descriptions to help you build the setting.

Adventure Background

Arretium is a small village located within a thick forest, nestled within the shadow of a great mountain. The village itself is small and unassuming. The largest building is the church, with its towering spire usually the first thing people can see. The rest of the village is sparsely dotted with houses and a well to draw water from in the center. Arretium is not on a major trail, and doesn’t see many travellers. The primary exports are meats and furs. The hunting in this area is very rich. There are a few small mines around, but they have a poor yield of mostly iron and some silver.

A few miles away is a large lake at the foot of a cliff. Fed by a luscious waterfall and featuring a mud-laden beach, it was a popular spot for swimming until recently. At the far end of the lake, partially submerged against the cliff is the entrance to an ancient temple. It’s now home to a tribe of Bullywugs who find the dark, moist environment ideal. The frog-like humanoids are putrid, fickle creatures. They are usually cowardly and travel in packs. They don’t harass the village, but occasionally pick on travellers who visit the lake, but this is mostly for sport.

They are grotty and diseased creatures, and they often contaminate their living space, making it toxic to most forms of life. Unfortunately, the lake is now becoming contaminated and this lake also feeds the village's well through a series of underground rivers. The village has fallen ill from drinking the water from their well. Phrenic Plague has infected everybody in the village; a terrible disease that causes its victims to lose their minds and fall into a stupor.

Module Synopsis

The characters arrive at the village to find it abandoned. If they visit the church (they may hear noise coming from the church), they will find that it has been converted into a makeshift hospital. The priest is the caretaker, trying to look after the sick. He is not sick because he drank a ‘Cure Disease’ potion that he had in left over from his adventuring days. He will ask the characters to go to the Bullywug lair and complete two tasks. Kill the leader of the Bullywugs to drive the tribe away and collect a one of its toxin glands so that he can use his alchemy skills to create an antidote.

Hooking the Characters

The town of Arretium is fairly generic and should be able to be used in almost any setting. While it was created with a mountainous forest biome in mind, it could easily be adapted to various kinds of environs. For example, a desert setting could place the temple in an oasis and the Bullywugs, once given a more desert makeover, could be preventing the villagers from accessing the oasis to gather fresh water.

This adventure is was created to act as a point of interest during a travel sequence. It can provide a place to rest and buy any basic supplies at the local store (once this adventure is completed and the village is restored). The reward may also be tailored to suit the character’s needs. The Priest is a retired adventurer and will give the characters a box of items as a reward. While a list of items is provided in this module, feel free to alter the list to fill a need the characters may have or better prepare them for a future adventure.

You can find an Appendix at the end of this module that references everything stat-wise thet you'll need, as well as custom items for those who don't have access to the 5ed Dungeon Master's Guide or are only using the SRD.

PART ONE: A VILLAGE ABANDONED

The adventure begins...

As the characters reach the village. Read or paraphrase the following:

The trail you’ve been following the last couple of days finally starts to widen and signs of civilisation become apparent. None more so than a church tower poking it’s head above the thick woodland. You round a bend and the village presents itself before you. The small village of Arretium, nestled in the shadow of the mountain and surrounded by thick forest, has but a handful of buildings aside from the church. The buildings circle the hub of the village, a large water well right in the center.

The first thing the characters will probably notice is that there are no people in sight. As they get closer, the village is completely silent with it looking like it’s been abandoned for at least a few days. In the center is the well, with a crudely drawn sign hung from it that simply says “Do not use”.

If the characters search around or listen, they can hear commotion from within the church.

The Church

You open the door to the church and are met with a terrible sight. Over a dozen people are housed in the church, which has been converted into a makeshift hospital. Those who aren't lying on their beds in a daze are wandering around, talking in some strange gibberish. The lone priest is rushing around trying to keep everyone settled and on their beds, but no sooner does he get someone relaxed, two more people get up.

Anthindor, the Elven priest, looks tired and haggard. His blonde hair is dirty and dishevelled. His dark blue priestly robes are covered in muck. He approaches the characters once he notices them, wiping his face with a handkerchief.

He has barely slept for five days and is very dehydrated. The characters are the first travellers to arrive since the village became sick. He explains that the water became contaminated from the Bullywugs that have moved into the area near the lake. The foul creatures exert terrible toxins through their skin and that lake is directly connected to the well. Before anyone realised the danger, the entire village had fallen ill. Fortunately, he had an old box of potions from his days as an adventurer, one of which was a Cure Disease potion, which saved him from the plague. He also put the sign up on the well, and questions the characters to ensure that they have not drunk the water.

If any of the characters have drunk the water, or if they ingest water later in the module either through drowning or falling unconscious while immersed in water, then they must make a DC 15 Constitution Save. If they fail this save, then they contract Phrenic Plague at the end of their next extended rest. Detailed information on this disease can be found at the end of this module.

The priest has a solution. His potion brewing days are far behind him, but he still has a few old texts around. He doesn't have the ingredients to make more Cure Disease potions, and there are none to be found in this area. Instead, he can make an antidote specific to this disease, provided he has a key ingredient. He needs the characters to do two things. To make the antidote he needs some blood of the oldest Bullywug, it will be rich with the toxin and best suited for the antidote. The second is to kill as many Bullywugs as possible to drive them away. They are foul, unnatural creatures that deserve no other fate.

He can’t offer the characters much in the way of monetary reward (he has no more than a few gold pieces to his name, vow of poverty and all that), but he can offer his leftover box of potions in addition to the favour of the town. You can find a list of the potions in the Appendix at the end of this module.

Artwork: "Toad Warrior" by Ancorgil

PART TWO: THE SUNKEN TEMPLE

The Lake

Anthindor will give the characters directions to the lake. It is a half-hour walk on the trail out of the village with a clear sign that diverts travellers to the lake. A reclusive dwarf named Gery lives in a shack by the lake and the priest asks that you check on him to see if he is sick as well.

You follow the trail and find the lake easily enough. The large lake is approximately the size of a football field and the forest grows thick all around it. A waterfall on the west side plunges over 400ft from the cliff above. There are no sandy shores, instead the lake is surrounded by mud except on the cliff face side. You see the small lake house Anthindor mentioned, it is surrounded by Bullywugs banging on the doors and boarded up windows. You hear the yells of an angry man inside shouting profanities about the intrusion of his sleep.

Encounter

  • 2 Bullywugs; 1 Bullwug Lasher; Uggloor

Battlemap : A simple flat area will do as the house is not set in the mud. Simply place a house in the center and the Bullywugs all around it. Allow the players to approach as they see fit.

This encounter is designed to be easy to give the players insight on how to fight Bullywugs. While there isn’t much variance in the next few encounters, the environment is the biggest challenge to the characters due to aquatic areas and unique environments.

Avoid making this encounter too much harder for higher-level characters and if low level characters are struggling, feel free to make the Bullywugs retreat, especially if they defeat Uggloor. Bullywugs are cowardly creatures and sometimes turn tail from a single wound or fallen comrade.

For extra challenge, put a patio around the house and any other ground is mud, which is difficult terrain except for the Bullywugs, who's webbed feet do not hinder them on mud or wet surfaces.

If the characters approach the shack, they are met with the same angry voice that the Bullywugs did. With some convincing, Gery will come out. Gery is an old dwarf with silver hair and gray eyes, and a distinctive tattoo of a Bear on his arm. He wears travel-stained clothing and a simple bronze amulet. He is agreeable, but very selfish. He doesn't much care about anyone from the village or anyone at all for that matter. As a survivalist, he boils all his drinking water before consumption, so he hasn't been affected by the disease. He won't help the players without monetary incentive, but his help is not entirely essential as finding the entrance is a pretty easy affair if they look hard enough.

Without help, the players can find the entrance with a DC 12 Perception check or an hour. After a good search, you find the entrance to the underwater Bullywug lair hidden behind large clumps of seaweed. The entrance is old, but its design resembles a bunker or hideout rather than a temple or ancient ruins.

Please find the basic map of the temple at the end of this module. Here are some general notes about the entirety of the dungeon:

  • The walls are Stone Masonry covered in slime and moss. They are very difficult to climb or destroy.
  • The floor is covered in Mud and/or Shallow Water (1ft deep or less), even in parts that are not specifically marked as being underwater. This makes it difficult terrain unless otherwise stated.
  • Bullywugs do not have low light vision. The entire dungeon is Well Lit with aquatic lanterns (transparent cannisters usually filled with glowing algae, in this case they are light blue in colour)
  • The temperature is warm and humid, ideal for Bullywugs.
  • Water marked on the map is never more than 4ft deep unless specified otherwise, such as in Room 3.

Dungeon Crawl

Entrance

As you enter the ruins, you feel the air becoming warm and thick. The wide entrance tunnel is covered in a layer of mud submerged in about a foot of water, making movement difficult. Ahead of you is a large ornate archway, still mostly intact, though the markings on it are barely legible or filled with moss and slime.

Room 1 - Entrance Lobby

You enter the room atop a raised platform with stairs that descend into the water. The air is thicker here and clouds of fog roll around atop the water. A wooden door just to your west looks rotted from moisture and age, but appears to be mostly intact. A second passage lies at the bottom of the stairs, also on the west side. You hear occasional small splashes somewhere in the water beyond the fog.

The area has clouds of rolling fog that you can mark with appropriate markers. 2x2 square markers should be adequate. Fog clouds move up to 2 squares per round in a direction you wish or at random. Creatures in the fog have concealment but are also blinded. If a creature is in the water, then they are not blinded, but still have concealment.

Encounter

  • 2 Bullywugs; 2 Bullywug Bloats; 2 Bullywug Lashers;

Corridor 1A

This corridor allows access behind the collapsed tunnel. There is nothing of interest here.

Corridor 1B

The passage looks well used, with multiple webbed footprints coming and going. The walls have have odd, incoherent spirals recently carved into them. At the end of the hall is wooden door in relatively good condition. It sits slightly ajar.

The door requires a DC 8 Strength to move because of the mud. You can’t see anything through the gap, but listening characters can hear light, rythmic croaking from sleeping Bullywugs.

Room 2 - Nesting Room

This room is the dryest by far, with an odd chemical smell in the air. It is almost empty aside from piles of debris where sleeping Bullywugs lie. A large chest sits in the corner.

This room is pretty bland, but there is a fiery surprise in store for anyone who uses an attack that involves fire or creates a spark. The room is filled with a natural gas that will cause the room to ignite if exposed to a flame or spark. A character may recognise the smell with an DC 12 Insight or similar check.

Encounter

  • 1 Bullywug; 2 Bullwug Bloats;

Explosive Gas Trap


  • Trigger: An attack is made that does ‘Fire’ or ‘Lightning’ damage, or a character creates a fire source
  • Target: Every creature in the room
  • Effect: 1d6 + 2 Fire Damage. Succeeding on a DC 12 Dexterity Check reduces this damage by half Living or inanimate objects can not be set on fire by this attack

Loot

  • 40gp
  • 3 Rubies (35gp each)
  • 1 Potion of Healing

Room 3 - Flooded Chamber

Players can enter this room via the side passage or through the double wooden doors. The doors make noise and the Bullywugs in the next room may be alerted.

The floor starts to slope downwards and the cool water darkens as its depths grow deeper. The room ahead of you is badly damaged, with wall stones split and bulging from growths in the walls. Twisting roots hang from the ceiling, dipping into the water and descending into its depths. Two Bullywugs are hanging from them on the other side of the room, conversing in a series of croaks and warbles, while you see dark shapes moving in the water below.

The water in this room is 20ft deep. You should mark multiple squares on the battlemap where roots hang down. Players can use these as hand holds to avoid having to swim. Each root should occupy an entire square and provides half cover. Any creature in a square adjacent can make a DC 8 Athletics check to gain a hold onto the root. However, this causes creatures to only have one hand free, making the use of two handed weapons difficult. If a player is using a one-handed weapon, then they may attack as normal. If a player wishes to use a two handed weapon, then they must pass a DC 13 Athletics check AND have disadvantage on their attack roll. This simulates a player perhaps wrapping an arm around the root in a hug, in order to have both hands free. Players could also find other creative methods to solve this problem, such as tying themselves to a root.

Encounter

  • 3 Bullywugs; 2 Bullywug Lashers;

Loot

Hidden in the depths of the water, players may be able to find a gem with a DC 15 Perception check.

  • Large Turquoise (70gp)

Corridor 3A

This corridor is an alternative entrance into Room 3. There is a trap marked by the red square, but it’s more of a structural defect than a trap.

Falling Block Trap


  • Trigger: Loose floor tile/pressure plate is stepped on
  • DC to Find: 15 (10 if a player has training in Architecture or a similar skill)
  • DC to Disarm: 10
  • Target: Triggering creature
  • Effect: 2d10 bludgeoning damage. Succeeding on a DC 12 Dexterity save reduces this damage by half

Corridor 3B

You hear the sound of running water. As the water begins to shallow a set of stone stairs descend, water flowing rapidly down them.

Room 4 - Altar Room

The room at the base of the stairs looks like it was once an altar room, with a large raised platform in the center of the room and a large raised slab in the center. Now, however, it acts as a throne room with a well-dressed Bullywug sitting upon the slab.

The Bullywug King resides here with two Bullywug Bloats as guards. Once the encounter begins, he instructs one of the Bloats to pull a level that he stands next to. Doing so opens two trap doors on each side of the room, each containing a Crocodile. The Crocodiles are trained by the Bullywugs and will not attack anyone except the enemies of the Bullywugs. Crocodiles will remain in the shallow water and attack enemies that are in or adjacent to the water. They will come up onto the raised area if there are no valid targets and once they bite and grapple a target, they will attempt to drag them back into the water.

Encounter

  • 2 Crocodiles (in trapdoors); 2 Bullywug Bloats; Bullywug King;

Loot

  • 50lbs of Misc Trade Items with a total value of 500gp
  • +1 Weapon (choose one that a player uses)
  • 350gp/200sp
  • 3 Potions of Healing
  • 1 Scroll of Jumping*
  • 2 Potion of Light*

*See Appendix

Ending the Adventure

Be sure that the players remember to collect the blood that Anthindor needs. Once this is done, the players can return to the village where he will begin to make the antidote. All the villagers will be cured within three days. The village will be thankful and if your players need a mundane task done (ie, repair a weapon, restock food, accommodation, ect) then the villages will gladly do this for free. They can not offer any further monetary reward.

If the players want to stay while the villagers get better, then you should give them a fanfare when they leave. Be sure to emphasise that the villagers are celebrating the characters and perhaps give them ‘Inspiration’ for use in their next adventure!

Appendix

Phrenic Plague

This is a very rare disease that is caused by natural toxins, usually found in a contaminated water source. When a creature with an Intelligence Score higher than 8 drinks the untreated water, they may become subject to the disease. The creature must pass a DC 15 Constitution save to prevent becoming afflicted. An afflicted creature will start showing symptoms of the disease after their next extended rest or one day.

On the first day, an afflicted creature feels tired and gains one level of Exhaustion.

On the second day, the creature halves their Intelligence Score and suffers Dysphasia (lose the ability to speak or understand all languages). They also gain another level of Exhaustion.

On the third day, the creature enters a stupor and gains a third level of Exhaustion. They cannot take actions, but can walk if guided by another creature.

A creature does not gain any further levels of Exhaustion and can not die from this disease.

At the end of each Long Rest, an infected creature must pass a DC 15 Constitution save to remove one level of Exhaustion. If the creature removes all Exhaustion caused by this disease, then they recover from the disease.

Reward Potions

  • 2 Potions of Healing
  • 1 Potion of Strength*
  • 1 Potion of Climbing
  • 1 Mystery Potion* (Optional)

*See Opposite

Author’s Note: Feel free to change these potions to ones you feel your players could benefit more from.

New Items

Scroll of Jump - After you read this scroll, you automatically pass your next Athletics check to jump that you make within the next 24 hours. In addition, you are considered to have a running start and can jump up to a maximum horizontal distance of 40ft and a vertical distance of 15ft.

This effect does not negate fall damage, even the damage which may be taken as a result of jumping at the maximum height due to this effect. You must save against fall damage as normal.

Potion of Light - When you drink this potion, you magically emit bright light in a 5 to 30-foot radius and dim light for an additional number of feet equal to the chosen radius for 1 hour. You can alter the radius of the light or end the effect as a bonus action. This potion's white liquid flickers with light equivalent to a small candle, though it requires no air or fuel of any kind.

Potion of Strength - When you drink this potion, you gain a +4 bonus to your Strength modifier for any Strength-based skill checks or saves for 1 hour.

Mystery Potion - The bottle is filled with a dark blue liquid with green bits floating in it. This potion requires a DC 18 Alchemy skill check to identify. When drunk, you grow a third eye in your forehead granting you +2 item bonus to Perception for 48 hours.

The 'Mystery Potion' was left over from my original design of this module. I've always been a fan of 'Mystery' items that do no more than give a minor bonus or small inconvenience or even just a temporary cosmetic change.

Credits

Cover Art By: Mike Azevedo

Written by Sasha 'Molotov' Meeks

Contact me at: molotovsmv@gmail.com

Thanks to my DnD group for putting up with my shenanigans and to Glenn for forgiving me for every time I've 'accidentally' killed his character.

All Copyrighted content belongs to Wizards of the Coast

Resources Used:



Bullywug

Medium Humanoid (bullywug), Neutral Evil


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

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 (50xp)

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 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 Bloat

Medium Humanoid (bullywug), Neutral Evil


  • Armor Class 13 (hide armor)
  • Hit Points 18 (4d8 + 2)
  • Speed 20ft, swim 40ft

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 7 (-2) 10 (+0) 7 (-2)

  • Senses Passive Perception 10
  • Languages Bullywug
  • Challenge 1/2 (100xp)

Rancid Air. Aura 2: Any enemy that regains hit points within the aura is weakened until the end of its next turn.

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 club.

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

Club. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 1) bludgeoning damage, or 5 (1d6 + 1) bludgeoning damage if used with two hands to make a melee attack.

Lifestyle

Life as a Bullywug is nasty, brutish, and wet. These frogheaded amphibious humanoids must stay constantly moist, dwelling in rainy forests, marshes, and damp caves. Always hungry and usually thoroughly evil, Bullywugs overwhelm opponents with superior numbers when they can, but they flee from serious threats to search for easier prey.

Bullywugs have green, gray, or mottled yellow skin that shifts through shades of gray, green, and brown, allowing them to blend in with their surroundings. They wear crude armor and wield simple weapons, and can deliver a powerful bite to foes that press too close.

Society

Bullywugs live in primitive, semi-organized communities. The hierarchy is based on strength and intelligence, with respect and leadership given to the strongest individuals. They are territorial creatures who attack just about anyone who trespass in their home. Oddly enough, there tends to be no infighting within the tribe, but fights with rival tribes are common.

Bullywug colonies disrupt the natural environment where they reside, eating off the land until their immense gullets are filled, before they usually move on. They have been known to strip large swathes of land, leaving behind barren muddy quagmires.



Bullywug Lasher

Medium Humanoid (bullywug), Neutral Evil


  • Armor Class 13 (hide armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 20ft, swim 40ft

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 13 (+1) 7 (-2) 10 (+0) 7 (-2)

  • Skills Stealth +4
  • Senses Passive Perception 10
  • Languages Bullywug
  • Challenge 1/4 (50xp)

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 or Ranged Weapon Attack: +4 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

Tounge Lash. Ranged Weapon Attack: +4 to hit, range 40 ft., one target. Hit: 1 bludgeoning damage. The target must succeed on a DC 6 Strength save or one of their hand-held weapons will be yanked from their grasp into a square adjacent to the Bullywug.



Uggloor (Brute Bullywug)

Large Humanoid (bullywug), Neutral Evil

The muscle of the tribe, Uggloor puts the bully in Bullywug.


  • Armor Class 15 (hide armor, shield)
  • Hit Points 28 (6d8 + 4)
  • Speed 20ft, swim 40ft

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 7 (-2) 10 (+0) 7 (-2)

  • Senses Passive Perception 10
  • Languages Bullywug
  • Challenge 1 (100xp)

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 (1d6 + 4) bludgeoning damage.

Club. Melee Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d8 + 4) piercing damage, or 5 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack.

Crush. As a Movement Action Uggloor jumps up to 20ft at one target. The target must succeed on a DC 13 Dexterity save OR a DC 15 Constitution save or be knocked prone and take 1d6 + 3 damage. Uggloor is then placed in a square adjacent to the target.

Tactics

Bullywugs use numbers and brute force to overwhelm opponents. They don't employ tactics. Smaller Bullywugs hide behind their larger brethren and attack when an opportunity presents itself.

They are cowardly creatures and often flee a battle if the tide turns against them or they face unfavourable odds. If one of their allies falls or they take an injury, they can become frightened.

Bloats are bulkier than usual and can soak extra damage, but they're usually too clumsy to use a shield. They get in close to club things to death, where their nasty smell nauseates any living creatures.

Lashers are the smallest. They stay out of melee combat and opt to throw their spear. They are also very handy with their tongue, able to rip weapons out of the hands of their enemies.



Bullywug King

Medium Humanoid (bullywug), Neutral Evil


  • Armor Class 16 (chain armor, shield)
  • Hit Points 52 (6d8 + 6)
  • Speed 25ft, swim 50ft

STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 17 (+3) 9 (-1) 10 (+0) 10 (+0)

  • Saving Throws CON +5
  • Senses Passive Perception 10
  • Languages Bullywug
  • Challenge 2 (450xp)

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: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage if used with two hands to make a melee attack.

Bolstering Croak (Recharge 5-6). The bullywug king lets out a mighty croak, bolstering itself and each bullywug which can hear it withing 30 ft., granting resistance to bludgeoning, piercing, and slashing damage until the end of its next turn.



Crocodile

Large Beast, Unaligned


  • Armor Class 12 (Natural Armor)
  • Hit Points 19 (3d10 + 3)
  • Speed 20ft, swim 30ft

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

  • Skills Stealth +2
  • Senses Passive Perception 10
  • Challenge 1/2 (100xp)

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

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d10 + 2) piercing damage. The target is grappled (escape dc 12) Until this grapple ends, the target is restrained, and the crocodile can't bite another target

 

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