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by Jamie Baty

DA2 13
1st level Warrior
Medium Monstrous Humanoid (Augmented Human)
Hit Dice: (1d8+2) + (1d8+2) (13 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares), swim 40ft. (8 squares)
Armour Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +2/+4
Attack: By weapon +5 melee (by weapon +2) or 1 kick +4 melee (1d6 +2)
Full Attack: By weapon +5 melee (by weapon +2) and bite -1 melee (1d4 +1) and 1 kick -1 melee (1d6 +1) or 1 kick +4 melee (1d6+2) and 1 bite -1 (1d4 +1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: ----
Special Qualities: Amphibious, Darkvision 60ft.
Saves: Fort +4, Ref +3, Will -1
Abilities: Str 15, Dex 13, Con 14, Int 10, Wis 5, Cha 6
Skills: Hide +3, Intimidation +2, Listen -1, Jump +7, Move Silently +1, Spot +3, Swim +7
Feats: Weapon Focus (By weapon)
Environment: Any marsh
Organisation: Solitary, Pair, Gang (2-5), or Nest (5-20)
Challenge Rating: 1-1/2
Treasure: Standard
Alignment: Always neutral evil
Advancement: by character class
Level Adjustment: +1

The frog folk were developed at the direct order of Saint Stephen, using some of the "magic" that he brought to the temple. Unlike the keepers' beloved killer frogs, which are magically mutated representatives of their species, the frogfolk derive from humanoid stock and are the result of genetic surgery performed on the order's captives. As a consequence, they are a warm-blooded, intelligent, upright, bipedal, species, with fully articulated hands and opposable thumbs. But they also have gills, webbed hands and feet, thick, mottled green skins, bulging eyes, exceptionally muscular legs, and long, sticky forked tongues. Like frogs, they lay eggs.
Though they dwell on land, the frog folk are equally at home in the water, and can stay submerged indefinitely.
Mutating a humanoid into one of the frogfolk is a lengthy and complex process involving an injection into the humanoid system of a controlled virus that stimulates growth in desired directions.

The frogfolk presented here was a 1st level human warrior and had the following ability scores before the template adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Frogfolk are usually armed with weapons, but can supplement them with its natural attacks. They fanatically obey the orders of Saint Stephen and the Order of the Frog.

Amphibious (Ex): A frogfolk may breathe underwater, as well as in the air.

Skills: A frogfolk receives a +4 racial bonus to all Intimidation, Jump, Spot, and Swim checks.

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Creating a Frogfolk
Frogfolk is an acquired template that can be added to any large, medium or small corporeal humanoid or monstrous humanoid.
Creatures acquiring this template go through an incubation period of three months after being infected by the virus. During this three month period, the base creature begins to transform physically into the frogfolk. During this incubation period, a cleric or paladin may cure this disease with a cure disease spell or similar effect/ability. At the end of three months, the transformation is permanent and the following template is applied.

Size and Type: The creature's type changes to monstrous humanoid. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does gain the augmented subtype. Do not recalculate the creature's Hit Dice, base attack bonus, or saves. Its size remains the same. It uses all the base creature's statistics and special abilities except as noted here.

Hit Dice: The base creature gains one racial Hit Die of Monstrous Humanoid.

Speed: The base creature gains a swim speed of 40ft.

Armour Class: Natural armour bonus increases by +3 (this stacks with any natural AC bonus possessed). A frogfolk may use any armour and shields it is proficient with from other racial HD or class levels.

Base Attack: A Frogfolk gains a +1 BAB from its additional monstrous humanoid level.

Attack: A frogfolk loses all of the base creature's natural attacks. A frogfolk gains the following natural attacks: 1 bite and 1 kick. If the base creature could use weapons, the frog-folk retains that ability and if it could not use weapons, it gains proficiency with simple weapons. A frogfolk fighting without weapons uses a kick when making an attack action. When it has a weapon, it usually uses the weapon instead.

Full Attack: A frogfolk fighting without weapons uses its kick and its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite and kick as natural secondary attacks

Damage: Damage for the frogfolk's natural attacks is as follows:
Size Bite Damage Kick Damage
Small 1d3 1d4
Medium 1d4 1d6
Large 1d6 1d8

Special Attacks: A frogfolk keeps any special attacks of the base creature.

Special Qualities: A frogfolk retains the special qualities of the base creature. A frogfolk gains the following special qualities.

Amphibious (Ex): A frogfolk may breathe underwater, as well as in the air.

Darkvision 60ft: A frogfolk gains darkvision 60ft unless the base creature has darkvision (use whatever range is greater).

Saves: A frogfolk gains a bonus to its saves based on its new monstrous humanoid HD. For a creature that gained its first HD of monstrous humanoid, this would be +2 Reflex and +2 Will. If the creature already has monstrous humanoid HD, calculate the save bonus based on the new monstrous HD total.

Abilities: A frogfolk has the following ability adjustments: +2 Strength, +2 Dexterity, +2 Constitution, -4 Wisdom, and -2 Charisma.

Skills: A frogfolk receives (2+ Int bonus) skill points for its new monstrous humanoid HD. It receives a +4 racial bonus to all intimidation, jump, spot, and swim checks.

Challenge Rating: Base creature +1
Alignment: A frogfolk's alignment becomes neutral evil.
Level Adjustment: +1.