AC 12
HP 27 (6d8; bloodied 13)
Speed 20 ft., swim 40 ft.
Proficiency +2; Maneuver DC 12
Skills Stealth +4 (+1d4), Survival +2
Senses passive Perception 10
Languages Boggard
Amphibious. The boggard can breathe air and water.
Speak with Frogs and Toads. The boggard can communicate with frogs and toads.
ACTIONS
Vaulting Leap. The boggard jumps up to its Speed horizontally and half its Speed vertically without provoking opportunity attacks . If it’s within 5 feet of a creature at the end of this movement, it may make a melee spear attack against that creature with advantage.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
BONUS ACTIONS
Tongue. Melee Weapon Attack: +3 to hit, reach 15 ft., one creature. Hit: The target must make a DC 11 Strength saving throw . On a failure, the boggard pulls the target up to 10 feet, or knocks the target prone , or forces the target to drop one item it is holding (boggard’s choice).
Combat
The boggard uses Vaulting Leap to move around whenever it’s not sneaking, essentially doubling its movement speed. When attacking, it uses Vaulting Leap to close with its enemies and deliver a powerful spear attack. While next to a foe, it uses its more accurate bite attack. Once a group of boggards have been reduced to half their number, they retreat, trusting in their stealth to escape.
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.
The strongest and most daring boggards rise to become heroes among their people.
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.