Deep Dive - The Bullywug

Deep Dive - The Bullywug

Let’s say hello to everyone’s favorite bi-pedal amphibious humanoid, the Bullywug. We know trudging through a dank swamp or bog is terrible. When these frog-faced creatures emerge from the shadows, you’ll wonder why you ever left the tavern. They have varied in strength throughout the editions but have always been rather weak and weak-willed creatures. However, what they lack in brute force, they make up with in sheer numbers.

AD&D - Bullywug

Frequency: Rare
No. Appearing: 10-80
Armor Class: 6 (or better)
Move: 3”//15”
Hit Dice: 1
% in Lair: 20%
Treasure Type: J, K, M, Q (x5) & C {magic only) in lair
No. of Attacks: 3 or 1
Damage/Attack: 1-2/1-2/2-5 or by weapon
Special Attacks:
Hop
Special Defenses: Camouflage
Magic Resistance: Standard
Intelligence: Low to Average
Alignment: Chaotic evil
Size: S to M
Psionic Ability: Nil
Level/X.P. Value: Regular = I/18 + 1 per hit point; Leader = II/36 + 2 per hit point; Shaman or Great Chief = III /80 + 3 per hit point

Fiend Folio, 1981 TSR Inc.

The Bullywug hops in Fiend Folio (1981) and are a batrachian bipedal race. After looking up the word Batrachian, we learned that it is a tailless amphibian of the Anura order. Thanks to the internet, we all know that that means these are frogs or toads. Like similar creatures, they live in swamps and marshes, but any dark, damp place will do. They need to be near water since they periodically have to wet their skin as they take their skincare very seriously.

Like most humanoid races, some Bullywugs are intelligent, while most of them are… not as bright to put it nicely. If a Bullywug was blessed with a big brain, it gets to live in luxury. At least what a Bullywug considers luxury, meaning deserted humanoid villages or caves. They will also wear armor, have shields and wield weapons. The less intelligent Bullywugs are a bitter, jealous sort, and their anger and hate lead to an ongoing inter-species war where they try to kill the Bullywugs with the brains.

The biggest problem with wearing fancy protections and holding a dagger is that it prevents a Bullywug from maximizing the natural traits of being a batrachian. Unless encumbered by armor and shield, a Bullywug can swim rapidly up to 15” a turn, which is 150 feet in a dungeon or 150 yards outside. They can still swim when wearing their shiny armor but at a pedestrian 9”. The Bullywug can also hop forward 3’’ regardless of what they are wearing. Now, if you’re thinking, who cares if they can hop, this ability provides them with a +1 to their attack rolls. Impaling weapons do double damage on a successful hop attack, which is probably why you see most Bullywugs armed with spears slowly hopping towards you. Of course, a Bullywug is never unarmed, even if you happen to disarm it. They can also hop up into any fight with their claws and bite. 

If you are hoping to get into a fight with these frogs, you have a slight problem facing you. How do you find them? They may inhabit swamps and old ruins, but that doesn’t mean you can see them as they have a chameleon-like power where they can cause their skin to change color from grey to green to brown. This camouflage allows them to hide their presence in the swamp and then launch an ambush where they have an 83% chance of surprising all creatures with their hop attack.

Fret not mighty adventurer, for all hope isn’t lost as they have a major weakness. Bullywugs are slow. Like very slow. In any combat, they always take their turn last. This means you get a chance to slay them each round before they’ll get the opportunity to jump on you and ruin your day. In addition, they just don’t have very many hit points. Even their elite members will only have 8 hit points, though their leaders are likely to have 10-13 hit points, and even a great chief will only have up to 19 hit points.

Of course, they aren’t all pushovers. Otherwise, they’d be killed off by other swamp denizens like the sahuagin, who don’t care for Bullywugs at all, and lizardfolk who don’t have an opinion on them. Sahuagin especially hate these creatures and raid their lairs, devouring any tadpoles they might find and just wrecking the place out of pure malice. The Bullywug will often make deals with evil masters, relying on the master and their sheer numbers to help keep them safe, as they are often found in groups of up to sixty. Why anyone would want to work with the Bullywug, we aren’t sure, but apparently, some choose to do so cause you can make a Bullywug-human crossbreed, and some people want that. We guess.

2e - Bullywug

Climate/Terrain: Tropical, subtropical, and temperate/Swamp
Frequency: Rare
Organization: Tribal
Activity Cycle: Any
Diet: Carnivore
Intelligence: Low to average (5-10)
Treasure: J, K, M, Q (x5); C in lair
Alignment: Chaotic evil
No. Appearing: 10-80
Armor Class: 6 (better with armor)
Movement: 3, Sw 15 (9 in armor)
Hit Dice: 1
THAC0: 19
No. of Attacks: 3 or 1
Damage/Attack: 1-2/1-2/2-5 or by weapon
Special Attacks: Hop
Special Defenses: Camouflage
Magic Resistance: Nil
Size: S to M (4’-7’)
Morale: Average (10)
XP Value: 65

Monstrous Compendium Volume 2, 1989 TSR Inc.

The Bullywug are introduced in the Monstrous Compendium Volume 2 (1989) and reprinted in the Monstrous Manual (1993). We cut right to the chase and call them bipedal, frog-like amphibians, so no more fancy words. These frogs can stand up to seven feet tall, they have big round eyes and wide mouths, and they have hands and feet like humans, but with webbing. Their skin is tough and provides a natural defense for them, meaning they don’t have to wear armor unless they want to, though they won’t be wearing armor just to cover up. Modesty isn't really a thing for the Bullywug as they like to walk around naked.

Maybe you don’t care that they can swim fast because you have made a solemn oath to never go into the water, well you still aren’t safe as they can hop about, and it’s no ordinary little jump. The Bullywug can launch itself up to 30 feet forward and 15 feet high, which helps it land very close to you indeed. This is a rather bad time for you as they get a bonus to their attacks against you and can even deal extra damage if they hop over to you with their spear out, probably trying to spear you from end to end in a single bound.

You can find Bullywugs living together in what is described as a socially fascist group. They are social in that they work together to survive, but that’s about all they share with each other. The Bullywug fish and hunt, preferring meat, but mostly eat fish. A well-crafted snare or net may be the product of a Bullywug, so be careful when traveling through the swamps. Rationing is a foreign concept to the Bullywug. They will pick the territory clean of all food sources, moving one when there is nothing left but the occasional person with the bad luck to wander through their little piece of the swamp.

Monstrous Manual, 1993 TSR Inc.

Circling back to the fascist part of these frogs, it's a brutal life for any Bullywug, especially if you're female. Females exist to lay eggs and hold no social status. Males dominate but show little respect for one another. That is reserved only for the Bullywug leader and their frog god. Depending on the size of the community, you may find subleaders, subchieftains, leaders, and chieftains. Being a leader is great when you're in your prime. Getting old sucks, though, as the strongest male will kill you, eat you, and take their place as the rightful leader, ruling through strength alone. On a positive note, the Bullywug community is internally calm. Even though they are chaotic evil creatures, the Bullywug are not greedy or constantly jockeying for power, making interspecies infighting nonexistent. That is, until after they've feasted on the dead leader and have to pick a new head honcho. Then things can get ugly.

The more intelligent Bullywug is now known as the Advanced Bullywug. Regular Bullywugs with inferior brains despise these creatures since they will fight them when the mood strikes. They are also jealous of the Advanced Bullywug's fancy digs, living in deserted buildings and caves. They may even have a fancy shaman if their community is big enough. They are also more efficient at hunting, sending out well-organized groups to guard their territory and bring home food. Once again, human flesh is what a Bullywug loves the most, so listen for low-croaking noises before you step foot into the nearest swamp cave.

We learn about the Bullywug's strange god Ramenos in Monster Mythology (1992). Only revered by the Bullywug, Ramenous was so lazy he eventually was demoted from a lesser god to a demi-god. Between sleeping and being drunk, it's no wonder. Statues of Ramenous can be found in the dark swamps of a bloated frog whose giant frog mouth is open, ready to accept a sacrifice. His avatar looks much the same, has some serious hops, and can use wizard and cleric spells.

If you have been wanting to play as a Bullywug, now is your chance with the Complete Book of Humanoids (1993), where Advanced Bullywugs are now a playable race for players. Beyond providing statistics for playing as a Bullywug, granting you a bonus to Dexterity and a penalty to Intelligence and Charisma, it largely repeats the same information we have learned before. You need to bathe yourself three times a day or else you take Constitution penalties until you dry out and die, you make a great Fighter, Shaman, or Thief, and can’t play as any other class, and only male Bullywugs can become Shamans as females are just there to make babies, according to their Bullywug gods. Though, females are the most likely to go out adventuring as opportunities within their swamp and society are very limited for them, see above about only making babies.

In Elminster's Ecologies (1994), the Bullywug is a race of creatures that can be encountered in the Forgotten Realms Farsea and Vast Swamp regions. Elminster is the father of ecology articles, and a few nuggets of new information are provided. The information about their lives and habits is essentially the same, but the Bullywug Ale intrigues us. No, it's not a delicious brew concocted by the frog creatures. It's a story about an encounter Elminster had with the Bullywugs. They raided a raft he was on and obtained a large quantity of ale during their ambush. When it comes to ale, the Bullywug is a gluttonous creature, and it consumes all the ale within a matter of minutes. Those that didn't die from alcohol poisoning passed out cold. From then on, caravans traveling through the marshes brought a keg of ale. Knowing the Bullywugs could not resist the frothy ale and its effects on them, it made for safe travels.

The last, teensy tiny bit of lore for this edition comes in the box set The North: Guide to the Savage Frontier (1996). In this book, we learn that the Bullywug is known to use giant leeches as mounts. No word yet on if they can still hop while riding their giant leeches, flinging them and their leech mounts through the sky before landing on top of their next victim.

3e/3.5e - Bullywug

Medium-Size Humanoid (Aquatic)
Hit Dice: 1d8+3 (7 hp)
Initiative: +0
Speed: 20 ft., swim 30 ft.
Armor Class: 15 (+2 leather, +3 natural)
Attacks: Halfspear +1 melee; or halfspear +1 ranged
Damage: Halfspear 1d6; or halfspear 1d6
Face/Reach: 5ft. by 5 ft./5 ft.
Special Qualities: Marsh move, summoning (clerics only)
Saves: Fort +5, Ref +0, Will -2
Abilities: Str 10, Dex 10, Con 16, Int 7, Wis 7, Cha 7
Skills: Hide +0*, Listen -2, Spot -2
Feats: Endurance
Climate/Terrain: Temperate and warm aquatic and marsh
Organization: Solitary (1), pad (4), float (8), or pond (16-48)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class

Monsters of Faerun, 2001 Wizards of the Coast

The Bullywugs are forced to wait until the release of the Monsters of Faerun (2001), and this is about the extent of their appearance in this edition. We can debate whether or not the Bullywug should take this delay as a slight, but they are probably too busy killing each other or random monsters they have summoned in their fetid swamps to care. No matter what we think, the Bullywug undergoes a few crucial changes.

Bullywugs are bullies. Seems obvious since the word is literally in their name, but the description makes sure that we are clear on this point. Not that it has any actual use, but Bullywugs have a tongue so long one has to wonder how it fits in their mouths. The remainder of their appearance is unchanged. They still like to wear armor, with leather being their preferred protection of choice.

It's in combat that we see the most significant change. There's no more hop ability, which seems like a shame, though at least the Bullywug is not hindered when moving through the swamp. All the better for them to surround you while you're bogged down in the mud. We also see a rise in Bullywug clerics, as now about 10% of the Bullywug population is a cleric. Though, they are a bit limited in that they can only pick up inflict spells, domain spells, and their most powerful spell in their arsenal, summon monster. We say their most powerful because they will immediately summon a monster at the start of any combat, or just because they are bored.

Here's the rub with Bullywugs summoning monsters. There's a chance that an additional monster of the same type will also appear when they cast the spell. Great news for the Bullywug. Unfortunately, with the extra monster comes the chance that neither creature will be under the Bullywug's control. These creatures could care less who they have to kill, and a Bullywug could find themselves fighting their summoned creatures along with you and their friends.

Monsters of Faerun, 2001 Wizards of the Coast

We are also introduced to the Siv, who the Bullywug think they are still locked in a war with. In reality, the Siv has already won the battle. They allow the Bullywugs to remain not because they are kind and gentle creatures but because the Bullywugs act as an unwitting line of defense from pesky humanoids. So who are these Siv? Basically, they are the more intelligent Bullywugs from the previous editions and they are both descendants of an ancient amphibian race known as the batrachi.

The Siv train to be monks, not content to be a boring old group of fighters. The Siv can run across water and use the exotic weapon saingham. Sadly there is still no hop attack, which makes us sad because the image of a ninja frog running on water and hopping to attack makes us smile. They fight with tactical precision, flanking, striking with nets, and from a distance before moving in for the kill. Even though they are brighter than the normal Bullywug, they can't understand why they have so much trouble fighting humanoids. Arrogance can blind you to reality, and the truth is they may not be the fighter monks they think they are.

4e - Bullywug Mucker

Level 1 Brute
Medium natural humanoid (aquatic) / XP 100
Initiative +2 / Senses Perception +0
Rancid Air (Poison) aura 2; each enemy that spends a healing surge within the aura is weakened until the end of its next turn.
HP 34; Bloodied 17
AC 12; Fortitude 12, Reflex 12, Will 10
Speed 6 (swamp walk), swim 4
Spear (standard; at-will) Weapon +4 vs. AC; 1d8 + 3 damage.
Bullywug Rush (standard; usable only in place of a melee basic attack when charging; recharge 5-6) +5 vs. Fortitude; 2d6 + 4 damage, and the target is knocked prone. Miss: The bullywug mucker takes 3 damage and is knocked prone.
Bully A bullywug mucker's attack deals 1d6 extra damage against prone targets.
Nature's Release (Healing) Any attacker who scores a critical hit against a bullywug mucker regains 3 hit points.
Alignment Chaotic Evil / Languages Primordial
Skills Athletics +8
Str 16 (+3) Dex 14 (+2) Wis 10 (+0) Con 14 (+2) Int 6 (-2) Cha 8 (-1)
Equipment leather armor, spear

Monster Manual 2, 2009 Wizards of the Coast

Introduced in the Monster Manual 2 (2009), we get a big wallop of Bullywugs to start things off. We get just a teensy bit of lore but have multiple incarnations of these majestic, horrible frogfolk with the Bullywug Mucker, Twitcher, Croaker, and Mud Lord. They are all still mean frog humanoids who bleed any swamp dry of food and other life. Once the food supply is gone, the Bullywugs will turn on themselves, resorting to cannibalism. They believe that they were created by the original primordials and that they must be cruel above all else. If they can be mean enough, they will be reborn as slaads and really unlock true evil.

Paranoia is the foremost Bullywug trait since they feel like the world is trying to get rid of them due to how they treat their swamps. They feel as if the world gives everyone else, but them, special abilities and powers to kill Bullywugs, which only furthers their paranoia. In fact, if you score a critical hit against a Bullywug, you actually regain hit points based on how powerful the Bullywug you smacked is, which probably doesn’t help their paranoia at all.

Looking at Bullywugs, you would be excused if you thought that they were disgusting creatures that you don’t want to be near. In fact, all of them give off a small aura of rancid air that causes anyone near them to become weakened if they try to heal themselves. In addition, each of them specializes in different ways of hurting you, though most rely on poison and inflicting you with poisons to really ruin your day.

Let’s begin with the Mucker who is a strong fighter type that just loves to knock people over. Once you are prone, then it starts smacking you on the ground, dealing extra damage to any prone creature. The Twitcher is, well, twitchy. They are armed with javelins, and you never know where they will land or will the Bullywug will land as they are constantly jumping back and forth. The Croaker is the weakest of the bunch and wields no weapons, only using its claws to attack. Once it gets close enough to claw, expect the creature to rudely burp in your face. We aren't sure what they've been eating, but this foul croak releases a poisonous gas you won't appreciate.

The Mud Lord is the smartest of the group, but that isn't saying much. They are at least intelligent enough to stay out of harm's way. If that means sacrificing a couple of their lesser comrades in battle, then so be it. It isn't helpless if you do slide up next to a Mud Lord. Armed with a quarterstaff, they have a variety of other abilities to ruin your day. The Mud Lord can release a burst of cold and lightning or croak out a burst of fire and thunder damage. At least when you put these creatures down, nature will thank you. 

Dungeon #171 (Oct. 2009) contains the adventure Stick in the Mud that features the Bullywug. This moment to shine takes place in the Chaos Scar, where Bullywugs have taken up residence in the keep of a powerful mage. It's the perfect home for them, as the mage's damaged staff of earthen might has ripped tears into the Element Choas. Mud is pouring through the tear, and the Bullywugs couldn't be happier.

Dungeon #171, Oct. 2009 Wizards of the Coast

5e - Bullywug

Medium humanoid (bullywug), neutral evil
Armor Class 15 (hide armor, shield)
Hit Points 11 (2d8+2)
Speed 20 ft., swim 40 ft.
Str 12 (+1) Dex 12 (+1) Con 13 (+1) Int 7 (-2) Wis 10 (+0) Cha 7 (-2)
Skills Stealth +3
Senses Passive Perception 10
Languages Bullywug
Challenge 1/4 (50 XP) / Proficiency Bonus +2
Amphibious. The bullywug can breathe air and water.
Speak with Frogs and Toads. The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.
Swamp Camouflage. The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
Standing Leap. The bullywug’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Multiattack. The bullywug makes two melee attacks: one with its bite and one with its spear.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
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, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Monster Manual, 2014 Wizards of the Coast

The Bullywug makes one more hop and lands in the Monster Manual (2014), pulling from the previous editions to create the smelly, awful creature we know today. They still live in swamps, marshes, and caves, look like frogs, and usually have green skin. Hide armor is still worn, and their weapon of choice remains a spear. Charging the Bullywug isn't the brightest idea since they travel in large numbers and will overrun you and your friends whenever possible. They can also call upon their smaller frog relatives, croaking to them and using giant frogs as guards for their swamp territory.

Wandering into Bullywug territory isn't recommended. The Bullywugs will send out their finest warriors, not to kill you but to capture you and present you to their ruler. They may even have their giant frog friends swallow you for easier transport! The king or queen Bullywug will try to impress you with their greatness before deciding your fate while wanting you to be scared of their size and power. They love nothing more than seeing you grovel at their feet, but your death can be avoided. Being the weak-minded and arrogant creatures they are, you can earn your freedom through flattery, gold, and perhaps a few shiny magic items.

The king or queen lords over the swamp, believing themselves to be true royalty. They are craven despots who crave adoration and fancy themselves rulers over all everyone and everything in the swamp. They require their subject to defer to them in all matters, and woe is the creature that doesn't bow before them. If a Bullywug wants to raise their social status and impress the king, they will either go out and collect as many shiny things as possible or murder anyone that stands in their way, but secretly. If they aren’t stealthy in their murders, then they will soon find themselves killed.

The adventure Ghosts of the Saltmarsh (2019) is where we can find the Bullywug Croaker and Bullywug Royal. The Croaker has two ridiculously named actions, the Glaaar-pat, and Rooooo-glog. Both are songs sung by the Bullywug, and our ears hurt just from thinking about it. The Glaaar-pat is a song of doom, and hurts your brain directly, weakening your fighting spirit. The Rooooo-glog is a ballad to an elder froghemoth, giving them strength by granting them temporary hit points, this song is probably about how delightful you taste. 

The Bullywug Royal is the largest and most intelligent of the Bullywugs, it’s good to be the king. In our opinion, the best is that they get to ride around on a giant toad. Nothing says royalty like a four-legged, wart-covered mount. Like any good leader, the Royal can galvanize the resolve of its followers using its croaked decree. Those that hear its edict gain advantage on their first attack.

The Wild Beyond the Witchlight, 2021 Wizards of the Coast

Finally, we have the Bullywug Knight from The Wild Beyond the Witchlight (2021). The strongest of the Bullywugsthese Knights have a code they fight by and demand that others do the same. That's got to prove difficult in a society that rewards you for secretly murdering your rivals. There are no simple spears for these Knights, for they wield a two-handed glaive that they will gladly hit you with. They, too, have a croak action, but thankfully it isn't a song for them to sing. Their croak of charming does precisely what it sounds like it would do, charming a creature that fails its Wisdom save. We aren’t entirely sure how charming a stinking frog is, but it must work on some people.


While the Bullywug may not be the most fearsome creatures we have done a Deep Dive on, that doesn't make them any less dangerous. Spears may not sound intimidating, but poisonous belching and songs of doom may make you think twice when forty Bullywugs are headed your way, bounding and hopping with giant frog and giant leech mounts.

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Header Art: Dungeon #171 by Wizards of the Coast

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