Free interactive D&D 5e SRD stat block

Giant Frog

Medium Beast, CR 1/4, AC 11, 18 HP. Unaligned.

A huge mottled frog crouched at the edge of a misty swamp pond.
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Medium Beast, Unaligned

AC
11
Initiative
+1 (11)
HP
18 (4d8)
Speed
30 ft., Swim 30 ft.
ScoreModSave
STR 12 +1 +1
DEX 13 +1 +1
CON 11 +0 +0
INT 2 -4 -4
WIS 10 +0 +0
CHA 3 -4 -4
Skills
Perception +2 , Stealth +4
Senses
Darkvision 30 ft.; Passive Perception 12
Languages
None
CR
1/4 (XP 50; PB +2)

Traits

Amphibious. The frog can breathe air and water.

Standing Leap. The frog's Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start.

Actions

Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d6+2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 11).

Swallow. The frog swallows a Small or smaller target it is grappling. While swallowed, the target isn't Grappled but has the Blinded and Restrained conditions, and it has Total Cover against attacks and other effects outside the frog. While swallowing the target, the frog can't use Bite, and if the frog dies, the swallowed target is no longer Restrained and can escape from the corpse using 5 feet of movement, exiting with the Prone condition.
 At the end of the frog's next turn, the swallowed target takes 5 (2d4) Acid damage. If that damage doesn't kill it, the frog disgorges it, causing it to exit Prone.

How to run Giant Frog

A giant frog is an ambush from the waterline, almost never a single combatant. CR 1/4, 18 HP, AC 11, walk and swim both 30 ft., Stealth plus 4, passive 12. Bite is plus 3 for 1d6+2 piercing, and if the target is Medium or smaller it gains Grappled (escape DC 11). Swallow ingests a grappled Small or smaller target, dealing 2d4 acid damage at the end of the frog's next turn.

The giant frog is a setup creature: it appears in twos and threes around a swamp encounter, biting at the party's ankles while the actual threat develops behind it. Open from concealment. With Stealth plus 4 against most low-level passive Perceptions, the frog is a hummock of moss until someone steps within five feet. The real value is occupying a melee fighter in chest-deep water while the party's casters lose Concentration to the splash and the dark.

Positioning is the encounter. The frog swims 30 ft. and walks 30 ft., so it pulls a distracted PC away from the party along the bottom of a bog. Darkvision 30 ft. lets it see in murk that blinds the rest of them. Fight in the water, in the reeds, never the open clearing. Frogs flee. Once half the pack drops, the survivors croak once, dive, and don't pursue out of water.

If a frog bites and grapples a Small PC, the Swallow becomes real. The table tenses when the wizard vanishes into the frog's throat. At the end of the frog's next turn, the wizard takes 2d4 acid damage. The wizard can try to escape the grapple before that damage hits, or they can take the damage and hope it does not kill them. Either way, the frog has just turned the battle inside out.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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