Medium Fey, Neutral
AC 12    Initiative +2 (12)
HP 13 (2d8 + 4)
Speed 20 ft., Swim 40 ft.
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
Skills Athletics +4, Perception +2
Immunities Poison; Poisoned
Gear 10 Needles, Blowgun, Mace
Senses Darkvision 60 ft.; Passive Perception 12
Languages Common, Sylvan
CR 1/2 (XP 100; PB +2)
Traits

Amphibious. The frog can breathe air and water.

Slippery. The croaker has Advantage on checks and saves against being Grappled or Restrained.

Actions

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.

Bonus Actions

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.

Monster Tags: fey

Habitat: ForestSwamp

milmot

Comments

Posts Quoted:
Reply
Clear All Quotes