Monday, January 3, 2011

General Rules: Monsters - Wuggle

Wuggle (adapted from Monsters of Færûn; originally Bullywug)
Humanoid (Aquatic) [Chaotic]

Hit Dice: 1d8+3 (7 hit points)
Initiative: +0
Speed: 20 feet, swim 30 feet
Armor Class: 15 (+2 leather, +3 natural)
BAB/Grapple: +1/+1
Attack: Halfspear +1 melee (1d6, piercing, 20 x3) or halfspear +1 ranged (1d6, piercing, 20 x3, 20 feet x5)
Full Attack: Halfspear +1 melee (1d6, piercing, 20 x3) or halfspear +1 ranged (1d6, piercing, 20 x3, 20 feet x5)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Summoning (clerics only)
Special Qualities: Marsh move
Saves: Fortitude +5, Reflex +0, Will -2
Abilities: Str 10, Int 7, Wis 7, Dex 10, Con 16, Cha 7
Skills: Hide +0, Listen -2, Spot -2
Feats: Endurance
Environment: Temperate and warm aquatic and marsh
Organization: Solitary, pad (4), float (8), or pond (16 - 48)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class

Being descended from creatures of primal chaos, life as a wuggle is nasty, brutish, and wet. Wuggles kill for sport, systematically destroy their own hunting grounds, and make a religious fetish out of summoning monsters who may or may not stay within their control.

Wuggles are frog-headed amphibious humanoids with green, gray, or mottled yellow skin that bear more than a passing resemblance to a slaad. They have long, flicking tongues that can barely fit themselves around a stunted form of one of the languages of the Three Worlds. They stand 4 to 7 feet tall, weigh 100 to 300 pounds, and fight with spears and other sharp weapons they can poke out of the water. Wuggles make it a point of pride to wear at least leather armor, even though swimming in armor is not easy.

Most wuggles encountered outside their homes are warriors; the information in the statistics block is for one of 1st level.

Combat
Wuggles prefer to fight in or near water. Whenever possible, they use summoned monsters as the first wave of attack. In any given fight, there is a 50% chance that the wuggles will fight to the death no matter how stupid that seems, and a 50% chance they will flee for their lives when some of their number have fallen, even if they could otherwise win the fight.

Marsh Move (Ex): Wuggles suffer no movement penalties for moving in marshes or mud.

Summoning (Sp): Wuggle clerics are notorious for their powerful but unpredictable summoning abilities. When a wuggle cleric uses a summon monster spell, there is a 50% chance that one or more monsters than the spell would ordinarily summon will appear. In such cases, there is a 25% chance that the summoned monsters will not be under the wuggle's control, rampaging and attacking at random. it is not uncommon for wuggles that have summoned monsters and failed to control them to spend all their efforts fighting their own summoned monsters instead of attacking their original foe.

Skills: Wuggles gain a +6 racial bonus on Hide checks when in marshes because of their skill at camouflage.

Wuggles as Characters
Wuggles sometimes gain levels as barbarians. The biggest wuggle in the pond is frequently a barbarian with a couple of levels in that class.

Wuggles Society
Wuggles hunt things, eat things, bully things, and worship noxious Lords of Hell. There are many wuggle clerics - as many as 10% of wuggles in some ponds have one or more levels in cleric. Wuggle clerics most often worship Kivutar or Sirchade, but wuggle clerics devoted to Iku-Tyrma are not unheard of. Wuggle clerics are more limited than those of other races and can choose only three types of spells: summon monster spells (their preference), inflict spells, and their domain spells.

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