Werefrog (5e Creature)
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Werefrog
Medium humanoid (human, shapechanger), neutral evil Armor Class 12
Skills Perception +3, Stealth +4 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 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. Amphibious. The werefrog can breathe air and water. Standing Leap. The werefrog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. ACTIONSMultiattack. The werefrog makes two attacks, only one of which can be a bite. Bite (Frog or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with werefrog lycanthropy. Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Shortbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
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Werefrogs are brutish lycanthropes that typically dwell in damp places like swamps or near rivers. In humanoid form, a werefrog has slimy, warty skin and an unusually long tongue. They like to lay ambushes in their frog forms, hiding underwater or in thick plant life, before leaping out and attacking. Characters as WerefrogsThe character gains a Dexterity of 14 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity. |
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