Size:
Type:
Form:
Temper:
# App:
Lair:
Diet:
Alignment: N
Hit Dice: 2+1 (1+1)
AC: 6 (8)
THAC0:
Morale: 8
Saves: F2 (F1)
Treasure Type: D
XP: 25 (15)
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Action
Cane
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Action
Croaked Decree (1/Day)
The frogfolk makes a loud pronouncement. Each ally within 60 feet of the frogfolk that can hear the pronouncement has advantage on its next attack roll.
Action
Multiattack
The frogfolk makes two attacks: one with its cane and one with its bite.
Special
Amphibious
The frogfolk can breathe air and water.
Special
Standing Leap
The frogfolk's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Special
Swamp Camouflage
The frogfolk has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
This frogfolk is dressed knee-breeches made of yellow satin plush, with trimmings of gold braid and jeweled kneebuckles; a white satin vest with silver buttons in which are set solitaire rubies; a swallow-tailed coat of bright yellow; green stockings and red leather shoes turned up at the toes and having diamond buckles. It wears a purple silk hat and carries a gold-headed cane. Over its eyes it wears great spectacles with gold rims.
Frogfolk are rare creations from a magical pool in Yip Country. The pool is surrounded by thick bushes and contains a magic skosh that transforms beasts into humanoids. It also makes them unusually intelligent. This makes them rather haughty; given they rarely travel far, their encounters with other species tend to be quite jarring.
5e SRD