Bullywug Leaper
Medium natural humanoid (aquatic)
Level 1 Skirmisher XP 100

HP 26; Bloodied 13Initiative +6
AC 15, Fortitude 12, Reflex 14, Will 12Perception+2
Speed 6, swim 4


Rancid Air (poison) Aura 2

Each enemy that spends a healing surge within the aura is weakened until the end of its next turn.


The bullywug can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls against nonaquatic creatures.

Nature's Release (healing)

Any attacker that scores a critical hit against the bullywug regains 3 hit points.

Swamp Walk

The bullywug ignores difficult terrain that is mud or shallow water.

Standard Actions

Spear (weapon) At-Will

Attack: Melee 1 (one creature); +6 vs. AC

Hit: 1d8 + 4 damage.

Javelin (weapon) At-Will

Attack: Ranged 10/20 (one creature); +6 vs. AC

Hit: 1d6 + 4 damage.

Spasmodic Leap (weapon) Recharge

Effect: Marks on the bullywug end, and it jumps 3 squares before making the attack. This movement does not provoke opportunity attacks.

Attack: Melee 1 (one creature); +6 vs. AC

Hit: 2d6 + 6 damage, or 3d6 + 6 if the bullywug has combat advantage against the target, and the target takes a -2 penalty to attack rolls against the bullywug until the end of the bullywug’s next turn.

Skills Athletics +7
Str 14 (+2)                Dex 18 (+4)                Wis 14 (+2)
Con 10 (0)                Int 10 (0)                Cha 8 (-1)

Alignment Chaotic Evil        Languages Primordial
Equipment: javelin x4, spear .

Published in Dungeon Master's Kit.