I’ve got mad love for frog-men; I know I’m not alone in this, both Wampus Country and the HMS Apollyon feature notable frog-man races. Much like the rat-men I’ve previously covered, frog-men as a traditional fantasy gaming adversary have roots in British game publishing (though the credits actually indicate Luke and Gary Gygax created the race). I like to use them in classic chaotic humanoid mode, generally filling the niche of a rival faction in swamps otherwise dominated by lizard-men or rat-men.
I’m sure I’m not the first person to take a crack at statting them for DCC — Attack of the Frawgs certainly must have done so, and also I haven’t picked up Critters, Creatures, & Denizens which might have covered them as well. I got the inspiration to use a deed die for one of their abilities from Sepulcher of the Mountain God (which I’m running a slightly modded version of this weekend). I think it’s a neat alternative to low-DC saving throws for special abilities on low-level monsters.
Frog-Man: Init +0; Atk bite +1 melee (1d4), tongue +1d3 deed melee (1d3), or as weapon +1 melee; AC 13 + armor; HD 1d8; MV 15′, Jump 30′, Swim 30′; Act 1d20; SP camouflage, hop attack, tongue; SV Fort +0, Ref +2, Will -1; AL C.
Camouflage: Frog-men easily blend into their swampy environment and always have at least a 20% chance to surprise even characters actively on the watch for them. Against less vigilant or swamp-savvy adventurers the chance of surprise is 50%.
Hop attack: After jumping at least 15′ into an attack using a piercing weapon, frog-men gain +1D to hit and score a critical on a natural 22-24.
Tongue: Frog-men use their powerful tongues in combat against foes in melee range. In addition to bludgeoning damage, frog-men roll a d3 deed die when attacking with their tongue. A frog-man may attempt to either disarm or trip the opponent on a successful deed roll (per DCC RPG pgs. 89-90).