Frogman
CR: 1/2
Medium-size Humanoid (Aquatic, Frogman)
Hit Die: 1d8+1
Hit Points: 5
Massive Damage Threshold: 12
Initiative: +2
Speed: 20 ft., swim 20 ft.
Defense: 15, touch 12, flat-footed 13 (+2 dex, +3 natural)
Base Attack Bonus: +0
Grapple: +0
Attack: +0 melee (1d4, claw) or +0 melee (1d6, club)
Full attack: +0 melee (1d4, 2 claws) or +0 melee (1d6, club)
Fighting Space: 5 ft. by 5 ft.
Reach: 5 ft.
Special Qualities: Low-light vision, water dependent
Allegiances: Any (usually Family)
Saves: Fort +3, Ref +4, Will +2
Action Points: 0
Reputation: +0
Abilities: Str 10, Dex 14, Con 12, Int 9, Wis 15, Cha 8
Skills: Hide +6*, Knowledge (Arcane Lore) +1, Jump +4*, Listen +3, Move Silently +6*, Speak Frogman, Spot +7, Swim +8*
Feats: Great Fortitude, Simple Weapons Proficiency
B.
Advancement: By character class
Possessions: Crude clothing, twisted metal bar (stats as per club), various looted baubles and trinkets.
*Frogmen have no ranks in this skill, but have a natural bonus.
Frogmen are amphibious humanoids from the temperate swamps, lakes, and rivers of North America. In spite of their name, which was inspired by an old phrase for SCUBA divers, there are indeed female and male frogmen. A female of the species can lay up to 100 eggs in a submerged weaving of sticks, bits of debris, and various rusting metal objects built in calm, fresh water. Such colony-dens, often mistaken by humans for beaver dams, have dry dens for investigation of foreign objects gathered by frogmen raiding parties and submerged chambers for day-to-day living and hibernation during the winter.
Kinori savor the taste of these amphibians; as such, the species are at odds with each other, often engaging in mutual raids of the others homes and bases of operation. Such combat (or any combat, for that matter) will usually result in the frogmen attacking for a few rounds before retreating into the nearest body of water. While frogmen prefer to utilize their claws in melee combat, they will wield crude implements at hand as well, often without any true training or experience; they do not, however, understand firearms as of yet, and do not quite understand the connection between the searing pain that makes them run and the strange metal tube an angry human is waving around.
Species Traits
Water Dependent (Ex): Frogmen can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules); in direct sunlight, this time is halved to 1 hour per 4 points of Constitution.
Skills: Frogmen have a +4 bonus to Hide, Move Silently, Jump, and Spot checks. In addition, they have a a +8 bonus to Swim checks, and can make Swim checks even when threatened or distracted.
Frogmen as Player Characters
Frogmen heroes tend to take levels in Tough Hero. Those that manage to live long enough to take an advanced class will almost always favor staying in their base class or multiclassing into Strong or Fast Hero, but frogmen are decently suited for the Thrasher advanced class. A frogman hero has the following traits:
- Size: Medium-size. Frogmen have no bonuses or penalties based on size.
- Ability Modifiers: +4 Dexterity, +2 Constitution, -2 Intelligence, +4 Wisdom, -2 Charisma.
- Extra Starting Hit Dice: A frogman gains 1 Hit Die (1d8 hit points). The frogman’s Constitution modifier applies to each Hit Die when determining hit points.
- Base Speed: 20 feet, swim 20 feet.
- Low-Light Vision: Frogmen can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
- Water Dependent: See Species Traits above.
- Skill Bonus: See Species Traits above.
- Free Language Skills: Speak Frogman (or local language).
- Other Languages: Aquan, Draconic, Kinori.
- Level Adjustment: +1
Frogmen In Dungeons and Dragons
Environment: Temperate marshes
Treasure: Standard
Alignment: True Neutral
Frogmen are likely to gather with beings they feel to be "kindred", such as gripplis or lizardfolk. A frogman's favored class is Ranger.
Frogman is © 2000 Wizards of the Coast, Inc.
Originally found in Dark*Matter: Xenoforms