Bullywugs are petty, bad-tempered humanoid frogs, native to swampy areas. The fifth-edition Monster Manual flavor text describes them as “struck with a deep inferiority complex . . . desperately crav[ing] the fear and respect of outsiders” and says they’ll generally prefer to capture trespassers rather than kill them outright, hauling them back to win favor with their rulers first. One way they do this is by taming giant frogs and having them swallow victims whole; however, this works only on Small or Tiny targets, meaning that unless a party of player characters is made up entirely of halflings or gnomes, this isn’t a strategy they can rely on in a typical encounter.
For a creature with only two hit dice, bullywugs aren’t too shabby in combat. All their physical abilities are modestly above average; they have proficiency in Stealth and the Swamp Camouflage feature, which grants them advantage on Dexterity (Stealth) checks in swampy terrain. It’s fair to say, therefore, that bullywugs won’t venture outside such areas—not when they have such a natural advantage on their home turf.
Moreover, their Standing Leap ability lets them move their full speed of 20 feet per turn as a long jump, when the jumping rule would normally allow them to leap only 6 feet. This allows them to cover distance in difficult marshy terrain without having to halve their movement speed. If you want to be nitpicky about it, you can require them to succeed on a DC 10 Dexterity (Acrobatics) check when they land, per page 182 of the Player’s Handbook, but personally, I’d say that bullywugs, whose natural habitat is the swamp, shouldn’t have to make that check when landing. And for the sake of flavor, I like the idea of having bullywugs bouncing around like a bunch of ornery little superballs during combat rather than trudging around in 2-D as we landbound humanoids must. (Mind you, this does not exempt them from opportunity attacks when they jump out of PCs’ reach.) (more…)