Hopefuls & Skewers

Not too long ago, WotC rebooted the classic U1-U3 Series of modules, adding in some retooling of other nautical-themed material, all released in the 200+ page long Ghosts of Saltmarsh. Ghosts introduces into 5E D&D several new monsters, including bullywug croakers (a sort of bullywug bard) and giant-frog-riding bullywug royals.

(Nota Bene: That first link above is an affiliate link for the U1-U3 Underwater Series bundle for 1E AD&D.)

As mentioned in my last post, Wastri admires amphibians for their ability to survive both on land and in the water. This versatility shows that amphibians point toward a better way of living. This leads to a paradox at the heart of Wastri’s dogma. Untainted humanity is the superior state of being while at the same time untained humanity is imperfect. A perfected humanity would be like Wastri himself, a hybrid of human and amphibian, which explains why Wastri’s Hopefuls engage in rigorous conditioning aimed at greater proficiency with jumping and swimming.

Among Wastri’s followers are found many bullywugs and grungs. Ramenos, the bullywug’s deity, might object to his creatures honoring Wastri. Ramenos is an Abyssal power and the lesser deity somnolence, intoxication, and decay, a portfolio that seems at odds with Wastri’s patronage of amphibians, bigotry, and self-deception. Bullywugs that demonstrate exceptional zeal for Wastri may be promoted to the rank of Skewer.

Wastri’s Hopeful
Medium humanoid (human), lawful evil

Armor Class 12 (leather armor)
Hit Points 9 (2d8)
Speed 30 ft.

STR 10 (+0), DEX 12 (+1), CON 10 (+0), INT 10 (+0), WIS 11 (+0), CHA 10 (+0)

Saving Throws WIS +2
Skills Athletics +2 (+4), Religion +2
Senses passive Perception 10
Languages Common, Bullywug
Challenge 1/8 (25 XP)

Froggish Aspirations. When making a Strength (Athletics) check to jump or swim, the Hopeful’s proficiency bonus is doubled.

Actions

Glaive. Melee Weapon Attack: +2 to hit, reach 10 ft., one target. Hit: 5 (1d10) slashing damage.

Net. Ranged Weapon Attack: +3 to hit, range 5/15 ft., one target. Hit: Target is restrained. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

Wastri’s Skewer
Medium humanoid (bullywug), lawful evil

Armor Class 16 (hide armor, shield)
Hit Points 22 (4d8+4)
Speed 20 ft., swim 40 ft.

STR 14 (+2), DEX 14 (+2), CON 13 (+1), INT 8 (-1), WIS 12 (+1), CHA 8 (-1)

Skills Stealth +4, Survival +3
Senses passive Perception 11
Languages Common, Bullywug
Challenge 1 (200 XP)

Amphibious. The bullwug can breath air and water.

False Humanity’s Foe. The bullywug has advantage on any attack roll against a dwarf, elf, gnome, or halfling.

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

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

Standing Leap. The bullwug’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Multiattack. The bullywug makes two melee attacks: either one with its spear and its bite, or two with its spear.

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

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.

November 25th, 2020  in RPG No Comments »

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