Medium Humanoid, Typically Chaotic Neutral
Armor Class 20 (plate)
Hit Points 70 (12d8 + 12)
Speed 40 ft., Swim 30 ft.
STR
20 (+5)
DEX
12 (+1)
CON
13 (+1)
INT
9 (-1)
WIS
11 (+0)
CHA
14 (+2)
Saving Throws CON +3, WIS +2
Condition Immunities Poisoned
Senses Passive Perception 10
Languages Bullywug, Common
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Amphibious. The knight can breathe air and water.

Speak with Frogs and Toads. The knight can communicate simple concepts to frogs and toads when it speaks in Bullywug.

Standing Leap. The knight’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 knight makes two Glaive attacks.

Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

Bonus Actions

Croak of Charming (Recharges after a Short or Long Rest). The knight makes a loud croak while targeting one creature it can see within 30 feet of it. The target must succeed on a DC 12 Wisdom saving throw or be charmed until the end of its next turn.

Reactions

Weapon snap. As a reaction to a melee attack increase ac by 2. Attacker must make a dc 15 dex save or the Bullywug tank caches the weapon and snaps and common melee weapon in half and on uncommon or above the attacker is disarmed

Description

Bullywug Tanks are not as noble as their knight brothers. Bullywug tanks take no oaths of honor or chivalry and are trained to get into the middle of the fight and do whatever they can to win. Tanks besides their name are not heavily armored except for the exception of their right arm that is a large and heavy gauntlet and large spiked pauldron that they use to trap and break weapons'

Previous Versions

Name Date Modified Views Adds Version Actions
7/12/2022 2:15:47 AM
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Maxjohn1715

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