| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 14 | +2 | +2 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 10 | +0 | +0 |
| CHA | 8 | −1 | −1 |
Amphibious. The frog can breathe air and water.
Slippery. The croaker has Advantage on checks and saves against being Grappled or Restrained.
Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2)Bludgeoning damage.
Blowgun. Ranged Weapon Attack: +4 to hit, range 25/100 ft., one target. Hit: 3 (1d6 + 1) piercing damage plus 2 (1d4) poison damage.
Croaking Cacophony. The croaker begins a croaking chant that lasts until the start of its next turn or until it is Incapacitated. If three or more croakers within 60 feet of each other participate in the chant, all croakers who can hear it have Advantage on attack rolls and saves.
Leap. The croaker jumps up to its Speed without provoking Opportunity Attacks.
Description
Croakers are Fey creatures with frog-like features and an upright posture, found on both the Material Plane and in the Fey Realm. Croaker culture varies greatly from community to community, but most croaker societies share a reverence for the God of Filth.
DC 11 History. Croakers are immune to Poison and are difficult to grapple or restrain; their Croaking Cacophony acts as a battle chant of sorts, empowering other croakers who can hear it.
Comments