Medium Humanoid (Bullywug), Neutral Evil
Armor Class 13 (Leather Armor)
Hit Points 16 (3d8 + 2)
Speed 30 ft., Jumping , Swim 50 ft.
STR
16 (+3)
DEX
12 (+1)
CON
12 (+1)
INT
9 (-1)
WIS
12 (+1)
CHA
8 (-1)
Skills Athletics +5, Stealth +3
Condition Immunities Grappled
Senses Passive Perception 13
Languages Bullywug
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Amphibious. The Bullywug dragoon can breath both air and water.

Pouncer.  As a bonus action, the Bullywug Dragoon can make a long jump. If the bullywug dragoon makes a melee weapon attack with a polearm and its jump is at least 15 feet long, it doubles the damage dices, and the target must succeed on a DC 13 Strength save or being knocked prone.

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

Swamp Camouflage. The bullywug dragoon has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

Standing Leap. The bullywug dragoon's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Actions

Multiattack. The Bullywug Dragoon can make two attacks: one with its higlaive and one with his bite if the target is within reach.

Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Higlaive (Polearm). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d10 + 3) slashing damage, plus 2d4 poison damage, and the target must succeed on a DC 13 Constitution save or being poisoned. The poison lasts until it is cured, but after a long rest the target could repeat the save.

Reactions

Piker. While the bullywug is wielding a polearm, other creatures provoke an opportunity attack from it when they enter or move within its reach.

Description

Bullywug dragoons are the pinnacle of bullywug warfare. They trained all their life in hit and run tactics. They use their massive legs in their advantage, jumping forward, attacking and back again to safety, usign their weapon's reach to their advantage. They often use stealth and ambush in their attacks, using their more resilient counterparts as decoy, while they remain hidden.

They are smart enough to use tactics, prefering to take out casters and light-armored foes over heavily armored ones, and they will usually jump and flee from them, sometimes hurting them at least once to poison them.

Habitat: CoastalSwamp

Erechel

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