mardi 23 septembre 2014

5e - Bullywugs Expanded

This idea came to me immediately and i wanted to test my monster making powerz!



Challenge is a challenge (snerk), as i think the Monarch can be either 2 or 3, but to be on the safe side i settled on 3.



Anyway, here's some Bullywug goodness!.



----------------------------------------------------------



Bullywug Heirs



A Bullywug tribe usually contains a number of Bullywug Heirs. These are children of the tribe's Monarchs that have inherited their parent's mutations. Most of the Monarch's children do not inherit these traits, but it is usual for each tribe to have a number of Heirs.



Bullywug Heirs are tougher than their tribe-mates and are able to puff up their chests as a visual display of their heritage. Eventually the Heirs will inherit all of their parent's powers and a power struggle between offspring and progeny results.



Heirs rise to positions of responsibility within the tribe and can be found leading raids or by the Monarch's side as advisor and (eventual) replacement.



Bullywug Monarchs



Bullywug tribes are ruled by the Monarchs. This mated pair share mutations passed down from generation to generation. Some sages suggest that these mutations gradually accrued through immoderate consumption of hallucinogenic drugs extracted from swamp flora and fauna. Indeed, the Monarch has secretions of its own that can inflict vivid visions on its victims, either so consuming that the real world retreats and all the victim can see is the vision, or warped visages that are fearsome to behold. Such powers suggest the sages may not be far from the truth.



Monarchs are suckers for flattery and gifts, but once roused are fearsome opponents. When their heirs come of age, the tribe is usually split by matters of the succession and conflict between the current rulers and their erstwhile replacements are only a matter of time.



Bullywug Heir



Medium humanoid (bullywug), neutral evil



Armour Class: 15 (hide armour, shield)

Hit Points: 19 (3d8 +6)

Speed: 20ft. Swim 40 ft



Strength: 12 (+1)

Dexterity: 12 (+1)

Constitution: 14 (+2)

Intelligence: 9 (-1)

Wisdom: 10 (0)

Charisma: 9 (-1)



Skills: Stealth +3

Senses: Passive perception 10

Languages: Bullywug

Challenge: ½ (100 xp)



Amphibious: The bullywug can breathe air and water.



Speak with Frogs & Toads: The bullywug can communicate simple concepts to frogs and toads when it speaks in bullywug.



Swamp Camourflage: The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.



Standing Leap: The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.



Actions



Multiattack: The bullywug makes 2 melee attacks, one with its bite and one with its spear.



Bite: Melee weapon attack - +3 to hit, reach 5ft, one target. Hit 3 (1d4+1) bludgeoning damage.



Spear: Melee or ranged weapon attack - +3 to hit, reach 5ft or range 20/60ft., one target. Hit 4 (1d6 +1) piercing damage, or 5 (1d8 +1) piercing damage if used with two hands to make a melee attack.



Bloating Display (1/day): The Bullywug Heir puffs up its body to appear more imposing. It gains 5 Temporary hit points for 1 minute or until they are lost, whichever comes first.



Bullywug Monarch



Large humanoid (bullywug), neutral evil



Armour Class: 16 (hide armour, shield)

Hit Points: 42 (5d10 + 15)

Speed: 20ft. Swim 40 ft



Strength: 14 (+2)

Dexterity: 14 (+2)

Constitution: 16 (+3)

Intelligence: 10 (0)

Wisdom: 12 (+1)

Charisma: 10 (0)



Skills: Stealth +3

Senses: Passive perception 11

Languages: Bullywug

Challenge: 3 (700 xp)



Amphibious: The bullywug can breathe air and water.



Speak with Frogs & Toads: The bullywug can communicate simple concepts to frogs and toads when it speaks in bullywug.



Swamp Camourflage: The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.



Standing Leap: The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.



Leap-frog: If the bullywug monarch inflicts the Blinded or Frightened condition on an enemy, it may use its Standing Leap to jump up to 20 feet away and make one melee attack against another enemy within reach as a bonus action.



Actions



Multiattack: The bullywug makes 3 melee attacks, one with its bite and two with its spear.



Bite: Melee weapon attack - +4 to hit, reach 5ft, one target. Hit 5 (1d6 +2) bludgeoning damage. If the target is not a bullywug, it must succeed on a DC 12 Constitution saving throw or be affected by the Monarch's hallucinogenic spittle. Roll 1d6, on a 1-3 the target is Blinded, on a 4-6 the target is Frightened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.



Spear: Melee or ranged weapon attack - +4 to hit, reach 5ft or range 20/60ft., one target. Hit 5 (1d6 +2) piercing damage, or 6 (1d8 +2) piercing damage if used with two hands to make a melee attack.



Croak (1/day): All non-bullywugs within 20 feet of the Bullywug Monarch must succeed on a DC 12 Intelligence saving throw or take 3 (1d6) Psychic damage and be Deafened. On a successful save, the creature takes half damage and is not Deafened.





5e - Bullywugs Expanded

Aucun commentaire:

Enregistrer un commentaire