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Nerdarchy > Dungeons & Dragons  > Beware the Werefrogs of Muckwuggle, the Frog God for 5E D&D

Beware the Werefrogs of Muckwuggle, the Frog God for 5E D&D

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Some werefrogs have allegiance to no one, and may have been descended from spawn of Ramenos or some other frog power. Many current day werefrogs are linked to Muckwuggle. They are known as the Batrachians. [Art by Ashkan Ghanbari]

Werefrog

Medium humanoid, neutral evil

Armor Class 12 in humanoid form, 13 in frog or hybrid form

Hit Points 33 (6d8 + 6)

Speed 30 ft. (20 ft. in frog form), swim 40 ft. in frog and hybrid form.

STR 12 (+1)

DEX 14 (+2)

CON 13 (+1)

INT 7 (-2)

WIS 10 (+0)

CHA 7 (-2)

Skills Stealth +4

Condition Immunities Poisoned

Damage Immunities Bludgeoning, Piercing, and Slashing damage from non-magical weapons that aren’t silvered

Damage Vulnerabilities Lightning

Damage Resistances Poison

Senses darkvision 60 ft. (hybrid form only), passive Perception 10

Languages Common (can’t speak in frog form)

Challenge 2 (450 XP)

Amphibious. The werefrog can breathe air and water when in its frog or hybrid form.

Nimble Leaper. The werefrog does not provoke opportunity attacks when leaping while it is in its hybrid form.

Shapechanger. The werefrog can use its action to polymorph into a frog-humanoid hybrid or into a giant frog, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Standing Leap. The werefrog’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

ACTIONS

Multiattack. The werefrog makes two melee attacks: one with its tongue and one with its spear.

Spear (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 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.

Tongue (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 5 (1d6 + 2) poison damage and the target must succeed on a DC 11 Strength saving throw or be pulled to within 5 feet of the werefrog.

Batrachian Powers

Werefrogs created by one of the frog lords have additional abilities.

Gurgulik

Replace Tongue with Impaling Tongue. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 5 (1d6 + 2) piercing damage, 5 (1d10) poison damage and the target must succeed on a DC 11 Strength saving throw or be pulled to within 5 feet of the werefrog.

Krokus

As a reaction, these were-frogs can use this power: Devour Missile. In response to being hit by a ranged weapon attack, the werefrog swallows the missile. The damage it takes from the attack is reduced by 1d10 + 3. If the damage is reduced to zero, the werefrog swallows the missile a gains 5 temporary hit points.

Riblid

The werefrog can Hide as a bonus action and has advantage on Stealth checks.

Slitherwart

Wart Touch (1/Day). One creature within 5 feet of the werefrog must succeed on a DC 11 Constitution saving throw or take 7 (2d6) damage and a swarm of frogs (swarm of rats) appears in its space.

Nictus

The werefrog gains advantage on Perception checks and has the following action: Sneak Attack. Once per turn the werefrog deals an extra 4 (1d8) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally that isn’t incapacitated and the nictus doesn’t have disadvantage on the attack roll.

Muckwuggle and the Frog God pantheon spawned from inspiration taken from amphibians and unleashes the dread cult of the Frog Gods upon the world. The myth of Toadfather keeps adventurers hopping whether you need an adventure for the evening or to spark the seeds of a whole Fifth Edition campaign with new monsters, NPCs, lore and adventure hooks, traps, and magic items. Find out more here.

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