Legendary Bullywug (5e Creature)

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Legendary Bullywug[edit]

Medium humanoid (bullywug), neutral evil


Armor Class 18 (half plate, shield)
Hit Points 130 (20d8 + 40)
Speed 20 ft., swim 40 ft.


STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 15 (+2) 7 (-2) 10 (+0) 12 (+1)

Saving Throws Dex +5, Con +6
Skills Deception +5, Intimidation +5, Stealth +5 (disadvantage with half plate)
Senses passive Perception 10
Languages Bullywug and one other language
Challenge 10 (5,900 XP)


Amphibious. The bullywug can breathe air and water.

Legendary Resistance (1/Day). If the bullywug fails a saving throw, it can choose to succeed instead.

Lucky Attacks. The bullywug has advantage on attack rolls.

Magic Attacks. The bullywug's longsword attacks are magical.

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

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.

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

ACTIONS

Multiattack. The bullywug makes three longsword attacks and one bite attack.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands, plus 7 (2d6) fire damage.

Fireball (Recharge 5-6). The bullywug throws a magic bead up to 60 feet away. When it reaches the end of its trajectory, the bead detonates a 3rd-level fireball spell (save DC 15).

Leadership (Recharges after a Short or Long Rest). For 1 minute, the bullywug can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the bullywug (including frogs and toads). A creature can benefit from only one Leadership die at a time. This effect ends if the bullywug is incapacitated.

REACTIONS

Parry. The bullywug adds 4 to its AC against one melee attack that would hit it. To do so, the bullywug must see the attacker and be wielding a melee weapon.

LEGENDARY ACTIONS

The bullywug can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The bullywug regains spent legendary actions at the start of its turn.

Attack. The bullywug makes a bite attack or an improvised ranged weapon attack.
Commander's Strike. One creature benefiting from the bullywug's Leadership makes one attack.
Hop. The bullywug performs a standing leap or moves a distance up to its speed.
Potion of Healing (1/Round). The bullywug recovers 7 (2d4 + 2) hit points.

For most bullywugs, the idea of ever acquiring even one magic item is a lifelong dream. So much as touching a potion of healing would be a tale that could be told and retold again and again, earning them some stellar title such as "Drinker of Red" or "the Undying."
A legendary bullywug was once such a lowly creature, scouring for any and all possibilities of advancing its position in the foul aristocracy of its people. It still is, in truth, but falsely believes itself nobler than that. Among its people, the legendary bullywug is a coveted hero who has resisted countless back stabs and stolen innumerable goods from bullywugs and adventurers alike—all through uncanny luck, and the support of its ill-gotten gains. It commands begrudging respect from practically all bullywugs, perhaps even including other races, and has an extremely bloated ego as a result. It may even fancy itself a god.



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