| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 16 | +3 | +3 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 16 | +3 | +3 |
| CHA | 14 | +2 | +2 |
Pod. There are 3 Croaklings in the pod, with a common health pool and AC, that move together. When the pod health reaches 2/3 and 1/3 of max, an individual croakling (most often the targeted one) is killed and the threshold becomes the new Max hitpoint value. All types of rolls of the group uses the pods stats until there is one croakling left. Individual Croaklings specifically targeted (ex read mind), separated from the pod, or the last one, uses half those values.
Amphibious. The croaklings can breathe air and water.
Speak with Frogs and Toads. The croaklings can communicate simple concepts to frogs and toads when it speaks their own language.
Clumsy Strikes. Melee Attack Roll: The Croaklings normally uses branches as clubs. If using other weapons, replace the damage type of this attack accordingly (piercing for daggers, slashing for small axes, etc). +4, reach 5 ft. Hit: 6 (1d8 + 2) Bludgeoning damage
Jump. The Croaklings can jump up to 30 feet by spending 10 feet of movement.
Description
These stunted frogmen have moved from their standard forest swamp habitat to underground cave swamps, or mountain tunnels with nearby swamplands. Each Society of croaklings have adapted their language and culture to their new habitat, wearing protective cloaks and speaking a very basic version of the local language. Even less intelligent than ordinary frogmen, they move in small groups, hunting or robbing travellers that pass near their homes.
Previous Versions
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6/9/2026 1:01:55 PM
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6/13/2026 10:09:46 AM
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