Gulup-Ther Great Shaman

Family: Gulup-Ther

Small humanoid, neutral evil

Armor Class 12 (16 with barkskin)
Hit Points 72 (16d6+16)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 12 (+1) 16 (+3) 12 (+1)

Skills Survival (forest) +5
Saving Throws Intelligence +3, Wisdom +5
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 10
Languages Common, Gulup
Challenge 3 (700 XP)

SPECIAL TRAITS

ACTIONS

  • Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage plus 4 (1d8) poison damage. The target must make a Constitution save (DC 12) or be poisoned for 1 minute.
  • Javelin. Ranged Weapon Attack: +1 to hit, range 30/120 ft., one target. Hit: 2 (1d6-1) piercing damage plus 4 (1d8) poison damage. The target must make a Constitution save (DC 12) or be poisoned for 1 minute.

ABOUT

The gulup-ther dwell in deep, ancient forests. Their bodies are long and lean, from their torso to their arms, legs, fingers, and toes. They stand about four feet high. Their fingers and toes are capped by round suction-like cups. Their necks are narrow, but they support a large head that very much resembles that of a frog. Their underbellies are bright yellow, and smooth of scales, but their backsides are bright green and hard with larger scales. They have wide, deep-set eyes on either side of their heads allowing them to see 360 degrees around them. Their eyes are pale, but at night reflect a deep red in the light of lanterns or spells. The gulup-ther are very adept at appearing as if they are giant frogs.

Social Creatures. The gulup-ther are semi-civilized creatures. They fashion tools using wood and stone; their clothing consists of animal hides, sometimes cured into leather. They are not particularly curious creatures and do not seek to learn new tasks or skills. They use jade, feathers, teeth, claws, and other forest by-products for decorations and as honors. They are not adept at making dwellings for themselves, usually living wild in the deep forests or the ruins of ancient dwellings. These wild creatures are unaffected by the weather; in the winter they are much as they are in the summer.

Religious Hierarchy. Shamans dominate their tribal groups. If 10 are encountered, there is at least one shaman; any more than 10 and there are 2-5 shaman encountered. These act as mediums for the forest gods they worship and instruct the tribe on where it should live and what it should do. They are highly superstitious, reacting to almost everything that occurs outside the norm as a sign. More powerful shamans might dominate smaller groups, so it is entirely possible to meet 11 gulup-ther with a great shaman able to cast as an 8th level druid and another group of 80 with a shaman able to cast as 4th level druid.

Cautious fighters. The gulup-ther are not curious creatures and rarely deem something a threat unless directly attacked or encouraged to do so by their shamans. When they do engage in battle, they usually do so from a distance, using spears, javelins, and their preferred weapon, the atlatl. They coat their weapons in poison extracted from poisonous frogs.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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