Amphibious. The croaker can breathe air and water.
Speak with Frogs and Toads. The croaker can communicate simple concepts to frogs and toads when it speaks in Bullywug.
Standing Leap. The croaker’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 croaker has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
Spear. Melee or Ranged 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.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Blublu-bog (1/Day). The spirits of the swamp have reached Wisdom on how to control the flow of the water. The Wisdom can cast [Shape Water] spell.
Woog-bloog (3/Day). The wisdom summons the power of the spirits of the swamp to punish her enemies and heal their allies.
The wisdom invokes the power of the spirits of the swamp upon a 15-foot-radius sphere centered on a point within 60 feet. Each creature of Wisdom's choice in that area must make a Constitution saving throw DC: 15, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.
In addition, one creature of Wisdom's choice in that area is healed for (1d8+3)
Description
Some bullywugs are born with a connection to the spirits of the swamp. These rare specimens are raised in protected enclaves where they are taught to call the magic of the spirits to protect their kingdom.
These Bullywugs are pillars of their community with influence that could trigger social unrest among the Bullywag or even a war of retribution if harm comes to them.
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