Medium humanoid (bullywug), chaotic evil
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Hit Points 63 (6d8+36)
Speed 20 ft., swim 40 ft.
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Str Dex Con Int Wis Cha
12 (+1) 15 (+2) 17 (+3) 12 (+1) 11 (+0) 5 (-3)
12 (+1) 15 (+2) 17 (+3) 12 (+1) 11 (+0) 5 (-3)
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Skills Stealth +4
Senses passive Perception 11
Languages Abyssal, Common
Challenge 1 (200 XP)
Amphibious. The cultist can breathe air and water.
Challenge 1 (200 XP)
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Amphibious. The cultist can breathe air and water.
Camouflage. The cultist has advantage on Dexterity (Stealth) checks made to hide.
Speak with Frogs, Toads, and Fungi. The cultist can communicate simple concepts to frogs, toads, and fungi when it speaks in Bullywug.
Strength From Decay. When the cultist reaches 0 hit points, all creatures in a 10 foot radius must make a DC 13 Constitution save, takes half damage. A target takes 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.
Standing Leap. The cultist's long jump is up to 20 feet and
its high jump is up to 10 feet,with or without a running start.
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ACTIONS
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Multiattack. The cultist makes two melee attacks: one with its tongue and one with its rotting touch.
Tongue. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 8 (2d6 + 1) poison damage.
Rotting Touch. Melee Weapon Attack: +4 to hit, reach 5 ft.
Hit: 6 (1d10 + 1) necrotic damage.
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