AC 13 (natural armor)
HP 67 (9d10 + 18; bloodied 33)
Speed 20 ft., swim 40 ft.
Proficiency +2; Maneuver DC 13
Skills Stealth +3 (+1d4), Perception +3, Intimidation +3
Senses passive Perception 13
Languages Boggard, Common
Amphibious. The boggard can breathe air and water.
Speak with Frogs and Toads. The boggard can communicate with frogs and toads.
ACTIONS
Parting Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 7 (2d6) poison damage. On a hit, the boggard may jump up to its Speed horizontally and half its Speed vertically without provoking opportunity attacks.
Incite Frenzy (1/Day). Each boggard and frog with a Bite attack within 60 feet may use its reaction to make a Bite attack.
Earthshaking Croak (1/Day). Each non-frog and non-boggard creature within 30 feet makes a DC 12 Constitution saving throw , taking 14 (4d6) thunder damage and falling prone on a failure, or taking half damage on a success.
Summon Frog Guardians (1/Day). The boggard magically summons two Medium frog guardians, which wriggle from the ground in an empty space within 30 feet. They follow the boggard’s orders and disappear after 1 minute. They have the statistics of boggards except they have Intelligence 2, have no spear attack, and can make a bite attack as part of their Vaulting Leap.
Combat
The boggard sovereign prefers to stay out of melee range, often leaping onto high and hard-to-reach places. It uses Earthshaking Croak, Incite Frenzy, and Summon Frog Guardians from a distance. If forced into melee, it attacks with its parting bite. If this attack hits, it hops away.
Boggard Names
Brekka, Glipglop, Guworka, Kerro, Koratar, Kawak, Mukmuk, Rhoka, Verrok
Legends and Lore
With a History or Nature check, characters can learn the following:
DC 10 Boggards are arrogant humanoids constantly seeking to expand their territory. Like the frogs they resemble, boggards can jump incredible distances.
DC 15 Bribes or flattery can sometimes appease a boggard leader.
DC 20 Some boggards worship demons or other supernatural entities. These mysterious patrons grant their servants the ability to summon frog-like guardians.
Blessed by a mysterious frog-like entity, a boggard sovereign swells to enormous size and gains magical powers it uses to protect and direct its tribe. Boggard sovereigns demand tribute from travelers and nearby peoples.
1 Scouting for an upcoming raid
2 Returning to their camp with a recently captured prisoner
3 Preparing a sacrifice to their fiendish patron
4 Transporting an offering of stolen goods to the boggardemperor
5 Two groups of boggards engaged in a border dispute
6 A peaceful tribe seeking new territory after a drought devastated their homeland
1 Clouds of swarming flies
2 A chorus of croaking that penetrates even plugged ears; non-frog and non-boggard creatures that take a long rest in the area must make a DC 10 Constitution saving throw or gain no benefit from the rest
3 Webbed footprints in the muck; some of the tracks were made by giant frogs, but other creatures walked upright
4 A menhir carved with images of frog-headed demons
Boggards congregate in damp environments such as swamps and rainforests.
CR 0–2 1d4 boggards ; 2 boggards with 2 giant frogs ; boggard bravo riding giant toad
Treasure 650 sp
CR 3–4 1d4 + 4 boggards ; 2 boggards riding giant toads
Treasure 300 gp, 800 sp, 3 stone frog statuettes (25 gp each), 2 potions of healing
CR 5–10 Boggard sovereign with 1d10 + 4 boggards
Treasure 600 gp, 12 gold and silver rings strung on a rope necklace (25 gp each), gauntlets of ogre power
CR 11–16 Boggard sovereign with hezrou and 1d6 + 6 boggards ; boggard sovereign with 1d8 + 4 boggards riding giant toads
Treasure 2,000 gp, 8 pieces of amber (100 gp each), dented gold crown (750 gp), silver scepter (250 gp), 2 potions of healing , Ioun stone of insight
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.