Gloorpk, Bullywug Chieftain
Medium natural humanoid (aquatic)
Level 3 Elite Artillery XP 300

HP 78; Bloodied 39Initiative +3
AC 17, Fortitude 15, Reflex 15, Will 16Perception+9
Speed 6, swim 4
Resist 5 poison
Saving Throws +2; Action Points 1


Rancid Air (poison) Aura 2

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


Gloorpk can breathe underwater. In aquatic combat, he gains a +2 bonus to attack rolls against nonaquatic creatures.

Nature's Release (healing)

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

Swamp Walk

Gloorpk 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 + 3 damage.

Dragonfang Bolt (poison) At-Will

Attack: Ranged 10 (one creature); +8 vs. Will

Hit: 1d10 + 4 poison damage, and all creatures adjacent to the target take 3 poison damage.

Electric Reflux (cold, lightning) At-Will

Attack: Close blast 3 (creatures in the blast); +8 vs. Reflex+10 vs. Reflex if Gloorpk includes at least one ally in the blast

Hit: 2d6 + 4 cold and lightning damage, and the target is dazed until the end of Gloorpk’s next turn.

Fiery Croak (fire, thunder) Recharge

Attack: Area burst 1 within 10 (creatures in the burst); +6 vs. Reflex+8 vs. Reflex if Gloorpk includes at least one ally in the burst

Hit: 2d10 + 4 fire and thunder damage.

Miss: Half damage.

Skills Arcana +7, Intimidate +7, Nature +9
Str 12 (+2)                Dex 14 (+3)                Wis 16 (+4)
Con 15 (+3)                Int 13 (+2)                Cha 13 (+2)

Alignment Chaotic Evil        Languages Common, Primordial
Equipment: quarterstaff .

Published in Dungeon Master's Kit.