Armor Class
11
Hit Points
1
(1d4 - 1)
Speed
20 ft., swim 20 ft.
STR
1
(-5)
DEX
13
(+1)
CON
14
(+2)
INT
1
(-5)
WIS
8
(-1)
CHA
3
(-4)
Skills
Perception +1, Stealth +3
Damage Immunities
Poison
Senses
Darkvision 30 ft., Passive Perception 11
Languages
--
Challenge
0 (10 XP)
Proficiency Bonus
+2
Traits
- 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.
Description
Allard the Frog has no effective attacks. It feeds on small insects and typically dwells near water, in trees, or underground. However:
- Defensive. Allard is coated with a protective sheen of poison (DC 20 CON save). If ingested: torpor 4d6 hrs; on contact: weak and vulnerable to poison. Subject to the usual rules on poison gathering, up to 3 doses a day can be extracted. It stays potent for about a week. The potency goes down (DC 13 CON save), but there is a way to make the poison stable and durable.