Bullywugs (aka ‘Wugs’)
This version is better and more correct by the rules of making monsters:
Bullywugs (aka ‘Wugs’)
Size/Type: Medium Monstrous Humanoid
Hit Dice: 1d8+3 (8 hp)
Initiative: +1
Speed: 20 ft. (4 squares); swim 30 ft. (6 squares)
Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +1/+1; Attack: Spear +2 (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Hop Attack
Special Qualities: Camouflage, Marsh Move, Awkward Legs
Saves: Fort +3, Ref +3, Will +0
Abilities: Str 10, Dex 13, Con 16, Int 7, Wis 7, Cha 7
Skills: Hide +1, Jump +6*, Listen –2, Spot -2, Swim +8**
Feats: Weapon Focus (spear)
Environment: Temperate, Tropical and Sub-tropical swamps
Organization: Gang (4-9)
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class (mostly warriors, occasional fighter or ranger, arcane spell-casters are unknown among their kind)
* Bullywugs gain a +6 racial bonus to jump checks and their powerful rear legs allow them to making standing jumps as if having had a 20’ running start, nor do they suffer the –6 penalty for their speed. Bullywug’s awkward legs do not allow for them to make running jumps of any more success.
** Bullywugs gain a +8 bonus to swim checks and may always take 10 on them.
Hop Attack: Bullywugs can make a hopping charge attack using a melee weapon, gaining the normal +2 to attack roll and suffering –2 to AC. A successful hit with such an attack does double damage. This attack requires at least 10 feet of room and ceiling clearance equal to one-half the length of the jump.
Camouflage: Bullywugs who take a full round action unobserved can change the pigmentation of their skin to blend with surrounding common to their native environment. They gain a +8 to hide checks.
Marsh Move: Bullywugs suffer no movement penalties for moving through marshes or mud.
Awkward Legs: Bullywugs cannot undertake the Run action due to the awkward configuration of their legs. This does not prevent them from moving at greater speeds with swimming.