Bullywug Hunter
Bullywug Hunter
Medium humanoid (bullywug), neutral evilMedium humanoid (bullywug), neutral evil
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.
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.
Swamp Camouflage The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
[b]Amphibious.[/b] The bullywug can breathe air and water.
[b]Speak With Frogs And Toads.[/b] The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.
[b]Standing Leap.[/b] 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.
[b]Swamp Camouflage[/b] The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
Actions
Multiattack. The bullywug makes two melee attacks: one with its bite and one with its spear.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.
Spear. Melee Weapon Attack: +4 to hit, reach 5 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.
Blowgun. Ranged Weapon Attack: +5 to hit, range 25/100 ft., one target. Hit: 1 piercing damage and the target must succeed on a DC 10 Constitution saving throw or take 7 (2d6) poison damage and become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.
[b]Multiattack.[/b] The bullywug makes two melee attacks: one with its bite and one with its spear.
[b]Bite.[/b] Melee Weapon Attack: [+4] to hit, reach 5 ft., one target. Hit: 4 ([1d4+2]) piercing damage or 6 ([1d8+2]) piercing damage if used with two hands to make a melee attack.
[b]Spear.[/b] Melee Weapon Attack: [+4] to hit, reach 5 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.
[b]Blowgun.[/b] Ranged Weapon Attack: [+5] to hit, range 25/100 ft., one target. Hit: 1 piercing damage and the target must succeed on a DC 10 Constitution saving throw or take 7 ([2d6]) poison damage and become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.
Legendary Actions
Details
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