Amphibious. The Bullywug, High Speaker of the Spirit World can breath both air and water.
Coward. The Bullywug, High Speaker of the Spirit World has disadvantage on saving throws against effects that provoke fear, and attempts of intimidate them have advantage.
Pouncer. As a bonus action, the Bullywug, High Speaker of the Spirit World 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, High Speaker of the Spirit World can communicate simple concepts to frogs and toads when it speaks in Bullywug.
Spellcasting. The Bullywug, High Speaker of the Spirit World is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, produce flame, shillelagh
1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
2nd level (3 slots): barkskin, Hold Person, Misty Step, Healing Word.
3nd level (2 slots): Counterspell, Fear, Vampiric Touch
Standing Leap. The Bullywug, High Speaker of the Spirit World long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Swamp Camouflage. The Bullywug, High Speaker of the Spirit World has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
Quarterstaff. Melee Weapon Attack: +2 to hit (+5 to hit with shillelagh), reach 10 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 7 (1d8 + 3) bludgeoning damage with shillelagh.
Description
The bullywug, High Speaker of the Spirit World, is the ampulous wording for their shamans. They are charged to summon and take care of froghemots and other monsters of the swamp. They usually breed and train giant frogs, Giant Lizards and other herd animals.
They also are charged with healing their companions in combat, although they are basically cowards and run away at first sight of personal danger
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