Croaker Chieftain

Family: Croaker

Medium monstrosity (aquatic), chaotic evil

Armor Class 16 (natural armor)
Hit Points 39 (6d8 +12)
Speed 30 ft., swim 30 ft.

14 (+2) 16 (+3) 14 (+2) 12 (+1) 12 (+1) 13 (+2)

Skills Stealth (+5)
Senses darkvision 60 ft., passive Perception 11
Languages Abyssal, Tsathar
Challenge 1 (200 XP)

Special Traits

  • Amphibious. The croaker can breathe air and water.
  • Fetid Strike. Once on each of the chieftain’s turns when it hits a creature with a weapon attack, it can cause the attack to deal an extra 9 (2d8) poison damage to the target.
  • Keen Smell. The croaker has advantage on Wisdom (Perception) checks that rely on smell.
  • Leadership (recharges after a short or long rest). For 1 minute, the chieftain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the chieftain. A creature can benefit from only one Leadership die at a time. This effect ends if the chieftain is incapacitated.
  • Slimy. Croakers continuously cover themselves with muck and slime. Creatures attempting to grapple a croaker do so with disadvantage.
  • Standing Leap. The croaker’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 croaker chieftain makes one Bite and one Claws attack or one Bite and one Maquahuitl attack.
  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  • Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or become the living host to a croaker egg, which over the course of the egg maturing, migrates to the chest cavity of the host. The host creature must make another DC 13 Constitution saving throw 24 hours after the egg is implanted. A failed saving throw results in the host becoming violently ill, followed by a deep coma-like state that lasts 2d6 + 2 days. At the end of each day, the host can attempt another saving throw with a success indicating that its body has managed to destroy the egg through normal immune response. At the end of the incubation period, the host awakes to excruciating pain as the young croaker, freed from its egg, tears its way out of the host, who is reduced to 0 hit points in the process. A DC 16 Wisdom (Medicine) check can be attempted to surgically extract an egg from the host. A lesser restoration spell will also cure the condition and purge the host of the egg.
  • Maquahuitl. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene