Bullywug Mud Lord
Medium natural humanoid (aquatic)
Level 3 Artillery XP 150

HP 39; Bloodied 19Initiative +3
AC 17, Fortitude 14, Reflex 14, Will 16Perception+9
Speed 6 (swamp walk), 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 non-aquatic creatures.

Nature's Release (healing)

Any attacker that scores a critical hit against the bullywug regains 5 hit points.

Necessary Sacrifices

The bullywug gains a +2 bonus to attack rolls when it makes an area or close attack and includes at least one ally in the blast or burst.

Swamp Walk

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

Standard Actions

Quarterstaff (weapon) At-Will

Attack: Melee 1 (one creature); +8 vs. AC

Hit: 1d8 + 7 damage.

Electric Reflux (cold, lightning) Recharge

Attack: Close blast 3 (creatures in the blast); +6 vs. Reflex

Hit: 2d6 + 5 cold and lightning damage, and the target is dazed until the end of the bullywug’s next turn.

Miss: Half damage.

Fiery Croak (fire, thunder) At-Will

Attack: Area burst 1 within 20 (creatures in the burst); +6 vs. Reflex

Hit: 1d10 + 4 fire and thunder damage.

Skills Arcana +6, Nature +9
Str 12 (+2)                Dex 14 (+3)                Wis 16 (+4)
Con 15 (+3)                Int 11 (+1)                Cha 10 (+1)

Alignment Chaotic evil        Languages Primordial
Equipment: quarterstaff .
Update (3/27/2013)
Updated in Dungeon 211.

Published in Monster Manual 2, page(s) 29, Dungeon Magazine 171, page(s) 12, Dungeon Magazine 211.