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Stats for Bullywug

Posted: Tue May 01, 2007 12:51 am
by StealthSuitStanley
Does anyone know what happened to bullywugs? I can't seem to find them anywhere!

I'd like a monster description if possible. They are not in the M&T, the SRD, and I can't find them on the web either.
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Posted: Tue May 01, 2007 12:56 am
by Nifelhein
They were featured in the Monsters of faerun monster compedium for 3.0, I do not know if any 3.5 brought them along. This means it is closed content and subject to copyrights, so you are not likely to find them anywhere.

Not that a Frogman of sorts cannot be done for C&C anyway, I would use an older MM if I were you, less work.
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Posted: Tue May 01, 2007 1:25 am
by serleran
Sieg, I think, put something like them, called a Wugg, in something (I don't recall the module offhand)... there is also a frog-like creature in an upcoming M&T.

Posted: Tue May 01, 2007 5:08 am
by Philotomy Jurament
Here's my "Herpewog" that I'm using in an adventure I'm currently creating:

HERPEWOG

NO. ENCOUNTERED: 10-80

SIZE: Medium

HD: 1d8

MOVE: 10 ft., 40 ft. (swim)

AC: 14 (or better)

ATTACKS: 2 Claw (1d2), Bite (1d4+1), or by Weapon

SPECIAL: Amphibious, Blend, Leap, Slow

SAVES: P

INT: Low to Average

ALIGNMENT: Chaotic Evil

TYPE: Humanoid

TREASURE: 1

XP: 9 + 1/hp

Herpewogs are amphibious, frog-like humanoids that live in humid and wet places. They require shade to prevent their skin from drying out, so they are often found in rain forests, marshes, damp caverns, and similar environments.

Herpewog society is generally primitive and tribal, dominated by a strong male leader. Roughly half the tribe is made up of females and young. They make use of simple tools and weapons: clubs, spears, blowguns, nets, etc. Herpewog warriors sometimes make use of wooden or hide shields. Exceptional individuals or advanced tribes sometimes scavenge better arms and armor from fallen enemies. When present, such captured equipment is a status symbol and an implied claim of martial prowess, so only the strongest herpewogs will claim and use it. Herpewogs speak their own croaking, primitive language. Exceptional individuals with the opportunity to do so might learn a foreign tongue, as well.

Amphibious: Herpewogs can breathe underwater, as well as at the surface. However, they cannot eat or breed underwater, and they typically lair in air-filled environments near water.

Blend: Herpewogs can change their coloring to blend into their current environment. This gives them a +6 on hide attempts and a +10 to surprise.

Leap: A herpewog can forgo its slow, hopping shuffle in favor of a distance-eating leap. A herpewog can leap 30 ft. forward or 15 ft. straight up. This is a preferred method of attack, and is treated as a charge (+2 to damage, -4 to AC). If armed with a spear, a leaping herpewog also deals double damage.

Slow: Herpewogs automatically lose initiative unless they are swimming or leaping.

Posted: Tue May 01, 2007 1:15 pm
by StealthSuitStanley
thanks Philotomy. That is a good monster description. I may use all or par tof it unless I can find an actual bullywug description.
_________________
later

SSS

----------------------------

"Size matters not."

-Yoda, Jedi Master

Posted: Tue May 01, 2007 4:40 pm
by BASH MAN
StealthSuitStanley wrote:
thanks Philotomy. That is a good monster description. I may use all or par tof it unless I can find an actual bullywug description.

That pretty much was the Bullywug description lifted directly from the 1st Edition Fiend Folio, where the Bullywug was first listed outside of a module. As my favorite AD&D character was a bullywug (he was transformed into one by a curse), I know their abilities by heart, and his writeup is very good.
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Posted: Tue May 01, 2007 4:54 pm
by Philotomy Jurament
Yeah, the "herpewogs" are pretty much the same thing. The herpewog claw attacks do 1-4 instead of 1-2, but AC, HD, etc are the same.

*Edit* -- actually, that's a mistake. I'm correcting it, and making Herpewog claw attacks do 1-2.

The description was re-written from memory (and in my own words), and the special abilities translated into C&C terms. Also, I didn't include the concept of "advanced" tribes, I just allowed for exceptional individuals.

Posted: Tue May 01, 2007 6:54 pm
by sieg
...and here's the "Wugg" from U3 Verdant Rage:
(Skum reference to avoid copyright issues)

Name: Wuggs

Size: Small to Medium (variable)

Hit Dice: 2d8

Movement: 20 feet/40 feet (swim)Armor Class: 14

Number of Attacks: 3/1

Damage: 1-2 X2 (claws) and 1-6 (Bite) or by weapon

Special Attacks: nil

SPECIAL DEFENSES: nil

Environment: Temperate Marshes

Magic Resistance: nil

Intelligence: low (6-8)

ALIGNMENT: Chaotic Evil

Primes: Physical

No one knows the origins of the strange race that calls themselves Wuggs, or Skum as they are sometimes called by Men. These strange bipedal amphibians usually prey in packs, hunting to gather food and booty for their tribe. Wuggs have Twilight Vision as do Halflings, and see equally well underwater as they do on the land. This enhanced vision also gives them a +1 when reacting or preparing a surprise attack or ambush.

Wuggs can breath underwater, and when submerged and fighting an opponent underwater Wuggs gain 2 additional claw attacks due to their hind feet, which they can kick and tear at victims with frightful rapidity.

Wuggs wear no clothing, but have snakeskin belts that they use to carry simple flint and wooden weapons and tools. They speak their own language, but a few of the smarter ones have learned a smattering of Common, usually employed to interrogate prisoners before they are devoured.

Description: Wuggs are a bipedal froglike race with a thick mottled greenish-brown hide (which accounts for their high AC) and yellow bulbous eyes. Their wide froglike mouths contain a sticky tongue that is 3 feet long and the jaws are lined with small pointed teeth, ideal for tearing flesh. In height, they range from about 3 feet to almost 7 feet, with the latter usually holding positions of authority in their primitive tribal society.
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Posted: Wed May 02, 2007 9:03 am
by mhensley
I believe that Bullywugs were based on the creatures found in the Bloodstone novel by Wagner. See this-
http://www.dodgenet.com/~moonblossom/Kane2.html

Rillyti:---a race of mottled, batrachian humanoids that were the degenerated remnants of an alien race called the Krelran. They lived in the Southern Lands in a large cold-swamp called Kranor-Rill. The Rillyti raided surrounding farmsteads for human victims to sacrifice to their crystalline god, Bloodstone, at the ruined city of Arellarti. They were taller than humans, with webbed hands and yellow eyes set in frog-like faces. They were somewhat intelligent, using bronze-alloyed armor and weapons that were harder than steel. They coated the heads of their spears with a deadly type of poison. The Rillyti died out with the destruction of Kranor-Rill.

Posted: Wed May 02, 2007 9:15 am
by DangerDwarf
Philotomy Jurament wrote:
Here's my "Herpewog" that I'm using in an adventure I'm currently creating:

Firstly, nice write up. Very much cool.

The name though, I keep picturing them with cold-sores.

Posted: Wed May 02, 2007 9:41 am
by Philotomy Jurament
DangerDwarf wrote:
The name though, I keep picturing them with cold-sores.

Hah! I put great thought into the "alternative name." It can disgust and offend in multiple ways:

Herpe. Derived from the Greek word for "crawling thing," and usually applied to reptiles and amphibians (e.g. herpetology, etc). However, as you point out, it also brings the viral disease to mind.

Wog. A nod to the name of the original monster, and to "polliwogs" (i.e. tadpoles). However, could also be interpreted as derogatory racial slang (chiefly British). Or (amusingly, given the herpe part), as a synonym for "sickness" or "illness" in Austrailian slang.

Posted: Wed May 02, 2007 9:48 am
by DangerDwarf
*chuckles*

I'm a visual thinker and often envision critters while I read their write ups. The name definitely is evocative and had me picturing a pale, bloated frog man with bleeding soars around his massive, gaping, and possibly hungry mouth.

Posted: Wed May 02, 2007 10:33 am
by Lurker
P J

Nice write up on the wog it's self & on the meaning of the name!

My wife always gives me the look when I hear a word and start trying to break out the meaning from it, well if the first part means this .... then add this to it & .....

I didn't know that about the meaning of Herpe so thanks! So I defiantly like the breakdown of the name!
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Posted: Wed May 02, 2007 2:43 pm
by Zudrak
sieg wrote:
...and here's the "Wugg" from U3 Verdant Rage:
(Skum reference to avoid copyright issues)

Name: Wuggs

Size: Small to Medium (variable)

Hit Dice: 2d8

Movement: 20 feet/40 feet (swim)Armor Class: 14

Number of Attacks: 3/1

Damage: 1-2 X2 (claws) and 1-6 (Bite) or by weapon

Special Attacks: nil

SPECIAL DEFENSES: nil

Environment: Temperate Marshes

Magic Resistance: nil

Intelligence: low (6-8)

ALIGNMENT: Chaotic Evil

Primes: Physical

No one knows the origins of the strange race that calls themselves Wuggs, or Skum as they are sometimes called by Men. These strange bipedal amphibians usually prey in packs, hunting to gather food and booty for their tribe. Wuggs have Twilight Vision as do Halflings, and see equally well underwater as they do on the land. This enhanced vision also gives them a +1 when reacting or preparing a surprise attack or ambush.

Wuggs can breath underwater, and when submerged and fighting an opponent underwater Wuggs gain 2 additional claw attacks due to their hind feet, which they can kick and tear at victims with frightful rapidity.

Wuggs wear no clothing, but have snakeskin belts that they use to carry simple flint and wooden weapons and tools. They speak their own language, but a few of the smarter ones have learned a smattering of Common, usually employed to interrogate prisoners before they are devoured.

Description: Wuggs are a bipedal froglike race with a thick mottled greenish-brown hide (which accounts for their high AC) and yellow bulbous eyes. Their wide froglike mouths contain a sticky tongue that is 3 feet long and the jaws are lined with small pointed teeth, ideal for tearing flesh. In height, they range from about 3 feet to almost 7 feet, with the latter usually holding positions of authority in their primitive tribal society.

Correct me if I am wrong, but the Skum are in Monsters of Faerun, right? The same 3e book that featured the Bullywug.

Anyhoo, I am thinking of using the grippli from MM2 as a PC race. I guess I'll have to come up with a conversion for C&C. That shouldn't take long. I love the frog races and this thread is a mixed green Slaad -- er, salad of them.
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Posted: Wed May 02, 2007 2:58 pm
by Nifelhein
Skum are in the MM and SRD.
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Posted: Wed May 02, 2007 4:34 pm
by csperkins1970
This is my write-up based on the 2nd Edition Bullywug:
BULLYWUG

CLIMATE/TERRAIN: Tropical, subtropical, and temperate swamp

FREQUENCY: Rare

NO. APPEARING: 10d8

ORGANIZATION: Tribal

TYPE: Humanoid

SIZE: S to M (4'-7')

ACTIVITY CYCLE: Any

DIET: Carnivore

INTELLIGENCE: Low to average (5-10)

ALIGNMENT: Chaotic evil

ARMOR CLASS: 14 (better with armor)

MOVEMENT: 20', Sw 60' (45' in armor)

HIT DICE: 1

ATTACKS: 2 claws (1-2), bite (1d4+1) or by weapon (weapon)

SPECIAL: Camouflage, hop, twilight vision

SPELL RESISTANCE: Nil

SAVES: P

MORALE: Average (10)

TREASURE: J, K, M, Q, (x5); C in lair

XP VALUE: 65

The bullywugs are a race of bipedal, frog-like amphibians. They inhabit swamps, marshes, meres, or other dank places. Bullywugs are covered with smooth, mottled olive green hide that is reasonably tough, giving them a natural AC of 14. They can vary in size from smaller than the average human to about seven feet in height. Their faces resemble those of enormous frogs, with wide mouths and large, bulbous eyes; their feet and hands are webbed. Though they wear no clothing, all bullywugs use weapons, armor, and shields if they are available. Bullywugs have their own language and the more intelligent ones can speak a limited form of the common tongue.
COMBAT: Bullywugs usually attempt to ambush their opponents, hopping from cover in order to charge their surprised foes.
CAMOUFLAGE: Bullywugs have a chameleon-like power; their skin coloration can be grey, green or brown in light or dark shades. Thus, if motionless and in an area which allows use of camouflage power, a bullywug gets a +8 to dexterity checks made to hide. When attacking unnoticed from camouflage conditions, the bullywug gains the benefits of surprise.
HOP: Likewise, with or without adornment, a bullywug can hop forward 20' or upwards 10'. When doing so, the creature is considered to be charging. If it is using an impaling weapon the bullywug delivers double damage as a result of a successful hopping attack.

The hopping attack with a weapon is their normal means of melee. However bullywugs without weapons will still hop to the attack, in which case they will rake with both claws (1-2 hit points of damage each). Note that a weapon can be set against a hop just as against a charge (which, in effect, a hop is).
HABITAT/SOCIETY: More intelligent than frogs, all bullywugs live in organized or semi-organized socially fascist groups, cooperating for the purpose of hunting and survival. They live primarily on fish and any other game, preferring a diet of meat. They are adept hunters and fisherman, and skilled in the use and construction of snares and nets.

Bullywug society is a savage one. Males are the dominant sex, and females exist only to lay eggs. Though females and young make up about one-half of any tribe, they count for little in the social order. The only signs of respect that bullywugs ever bestow are toward their leader and their bizarre frog god. The race is chaotic evil, and totally lacking in any higher emotions or feelings.

The leader of a bullywug community is a large individual with 8 hit points. Communities of 30 or more bullywugs have five subleaders (8 hp each) and a powerful leader (2 HD, 12+ hp, +1 to damage). Communities of 60 or more bullywugs have a chieftain (3 HD, 20+ hp, +2 to damage) and five subchieftains (2 HD, 12+ hp, +1 to damage).

All bullywugs favor dank, dark places to live, since they must keep their skin moist. Most bullywugs live in the open and maintain only loose territorial boundaries. Ordinary bullywugs do not deal with incursions into their territory very efficiently, but they kill and eat interlopers if they can. They hate their large relatives (advanced bullywugs, see below) with a passion, and make war upon them at every opportunity. Bullywugs prize treasure, though it benefits them little. They value coins and jewels, and occasionally a magical item can be found amongst their hoard.

On an individual level, bullywugs lack the greed and powerlust seen in the individuals of other chaotic races, such as orcs. Fighting among members of the same group, for example, is almost nonexistent. Some would say that this is because they lack the intelligence to pick a fight, and not from a lack of spite. The tribes are lead by the dominant male, who kills and eats the previous leader when it is too old to rule. This is one of the few instances when they fight among themselves.
ECOLOGY: Bullywugs tend to disrupt ecosystems, rather than fill a niche in them. They do not have the intelligence to harvest their food supplies sensibly and will fish and hunt in an area until its natural resources are depleted, and then move on to a new territory. They hate men, and will attack them on sight, but fortunately prefer to dwell in isolated regions far from human beings.
Bullywug, Advanced

A small number of bullywugs are larger and more intelligent than the rest of their kind. These bullywugs make their homes in abandoned buildings and caves, and send out regular patrols and hunting parties. These groups tend to be well equipped and organized, and stake out a regular territory, which varies with the size of the group. They are more aggressive than their smaller cousins, and will fight not only other bullywugs but other monsters as well. The intelligent bullywugs also organize regular raids outside their territory for food and booty, and especially prize human flesh. Since they are chaotic evil, all trespassers, including other bullywugs, are considered threats or sources of food.

For every 10 advanced bullywugs in a community, there is a 10% chance of a 2nd level shaman (typically a druid/magic-user) being present.

Posted: Wed May 02, 2007 5:29 pm
by Zudrak
Nifelhein wrote:
Skum are in the MM and SRD.

Ah. I guess that changed in 3.5?

Anyway, thanks. I went here (->http://www.d20srd.org/) and sure enough, you're right.
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AD&D, Amish Dungeons & Dragons.

"Galstaff, ye are in a cornfield, when a moustachioed man approaches. What say ye?"

"I shun him."

-----

"Knowledge, logic, reason, and common sense serve better than a dozen rule books."

-- E. Gary Gygax

Posted: Wed May 02, 2007 7:54 pm
by sieg
...and thus my "Skum" comment; enough like the SRD to keep from copyright problems while (IMO) keeping the Bullywug-ness.
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Always remember, as a first principle of all D&D: playing BtB is not now, never was and never will be old school.- Tim Kask, Dragonsfoot

Posted: Thu May 03, 2007 6:51 pm
by Zudrak
Good to know. Through the use of the Thesaurus, one could incorporate the Skum into the Oppressorlinguisticstest (bully wug).
Thanks, sieg.
_________________
AD&D, Amish Dungeons & Dragons.

"Galstaff, ye are in a cornfield, when a moustachioed man approaches. What say ye?"

"I shun him."

-----

"Knowledge, logic, reason, and common sense serve better than a dozen rule books."

-- E. Gary Gygax