Bullwugs

Whizbang Dustyboots said:
I've been frustrated that several iconic (IMO) monsters got shuttled off to MoF, which is, of course, now out of print.

Me too!

Bullywugs are not "monsters of Faerun," any more than abishai, giant striders, etc. are. :mad:
 

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el-remmen's Bullywug has either an incorrect BAB or an incorrect Type: Humanoids have 3/4 BAB, while Monstrous Humanoids have full BAB. Saves also don't match, as their base Fort save is +1, and it should be +2 (if Fort is their good save), for a total of +5. On the other hand, if they are Monstrous Humanoids, they should have good Ref and Will saves.

Hmmm... is this a 3.0 stat block, by any chance?
 

Sammael said:
el-remmen's Bullywug has either an incorrect BAB or an incorrect Type: Humanoids have 3/4 BAB, while Monstrous Humanoids have full BAB. Saves also don't match, as their base Fort save is +1, and it should be +2 (if Fort is their good save), for a total of +5. On the other hand, if they are Monstrous Humanoids, they should have good Ref and Will saves.

Hmmm... is this a 3.0 stat block, by any chance?

Yeah probably. . . I didn't realize such things changed. I never bought the 3.5 MM.

Let me check the SRD and I will make some corrections/additions if needed.
 

Okay, here it is revised + I am moving this thread to house rules. . .


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.
 
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El,

From Tome of Horrors I (Revised). This vile creature resembles an upright, humanoid frog
with gray flesh and reddish-gold eyes. Its humanoid arms end in wicked claws.
Tsathar (pronounced “suh-Thar”) have little contact with surface-dwelling races, preferring to make their lairs deep underground or in dark swamps. When they lair above ground, they are nocturnal. Some few surface dwelling tsathar have joined cults of assassins. Though
cults and gods vary in makeup and worship, nearly all tsathar worship the foul, slime-covered demon-god Tsathogga.
 

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