Bullywug (CR 1)
Medium Humanoid (Aquatic)
Alignment: Usually chaotic evil
AC: 15 (+2 leather, +3 natural), touch 10, flat-footed 15
Hit Dice: 1d8+4 (8 hp)
Fort +6, Ref +0, Will -3
Speed: 20 ft., swim 30 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple +1
Attack: Halfspear +1 melee
Full Attack: Halfspear +1 melee
Damage: Halfspear 1d6+1
Special Attacks/Actions: Marsh move, summoning (clerics only)
Abilities: Str 13, Dex 11, Con 18, Int 6, Wis 5, Cha 4
Special Qualities: -
Skills: Hide +4 and Swim +9
Advancement: By character class
Climate/Terrain: Temperate and warm aquatic and swamp
Organization: Solitary, pad (4), float (8), or pond (16-48)
Bullywugs prefer to fight in or near water.
Whenever possible, they use summoned monsters as the first wave of attack. In any given fight, there is therefore a 50% chance that bullywugs will fight to the death, no matter how stupid that seems, and a 50% chance that they will flee for their lives when some of their number have fallen, even if they could otherwise win the fight.
Marsh Move (Ex): Bullywugs suffer no movement penalties for moving in marshes or mud.
Summoning (Sp): Bullywug clerics are notorious for their powerful but unpredictable summoning abilities. When a bullywug cleric uses a summon monster spell, there is a 50% chance that one more monster than the spell would ordinarily summon will appear. In such cases, there is then a 25% chance that the summoned monsters will not be in the bullywug's control, rampaging and attacking at random. It is not uncommon for bullywugs that have summoned monsters and failed to control them to spend all their efforts fighting their own summoned creatures instead of attacking their original foe.
Skills: Bullywugs have a +6 racial bonus on Hide checks when in marshes because of their skill at camouflage.
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.