Amphibious. The frog can breathe air and water.
Standing Leap. The frog's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.
War Cry. once per day they can choose to scream loudly to give all allies advantage on their next attack roll.
Body Control. The beast may enter a living target and control them from the inside. the frog gains all abilities that the host has but all rolls are at disadvantage. The host may attempt to rid of the frog with a constitution save of 17 or higher.
Color Change. If given a dye or pigment they may choose to change their color. if their current color matches their surrounding they gain a plus 5 to stealth checks.
Reset Color. If given water they may choose to release their pigment and become transparent and clear. They gain a plus 2 to stealth checks.
Glowing. If given a red blue and yellow pigment they become rainbow colored and glows slightly. 30 feet around the frog is now given dim light.
Immortal. When health reaches 0 they are unable to do anything for 5 turns (30 seconds) after this they come back to life.
Vitality Absorption. The beast if provoked may decide to hop onto a target and deal 1d6 necrotic damage.
Acid Touch. The beast if provoked may decide to hop onto a target and deal 1d6 acid damage.
Description
The frog has a free will and cannot be controlled. It feeds on small children and typically dwells large populations of weaker humans like hospitals of orphanages.
This beast is controlled as by the game master and by no magical means can they be controlled.
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