Amphibious. The courtier can breathe air and water.
Twist of the Knife. During its first turn, the courtier has advantage on attack rolls with its dagger against creatures that haven't taken a turn.
Speak with Frogs and Toads. The courtier can communicate simple concepts to frogs and toads when it speaks in Bullywug.
Standing Leap. The courtier'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 courtier has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
Sneak Attack. Once per turn, the courtier deals an extra 8 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the courtier that isn't incapacitated and the courtier doesn't have disadvantage on the attack roll.
Multiattack. The courtier makes two attacks: two attacks with its dagger or one attack with its dagger and one with its bite.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Taunt (2/Day). The courtier can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the courtier, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the courtier's next turn.
Description
The courtier has risen up through the mucky ranks of bullywug hierarchy to sit within the court of the bullywug royal. While waiting for its opportunity to take the seat of power, the courtier pays fealty to the bullywug royal while quashing rivals for its own position.