b'Acolyte of Tsathogga \n'b'  Family:   NPC  \n'b'  Medium   humanoid  (any race),  chaotic evil  \n'b'  Armor Class  14 studded leather, shield)  Hit Points  27 (5d8 + 5)  Speed  30 ft.\n'b' STATS STR: 12 (+1) DEX:  10 (+0)  CON:  12 (+1)  INT:  9 (-1)  WIS:  15 (+2)  CHA:  9 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Constitution  +3,  Wisdom  +4  Skills   Perception  +4,  Survival  +4  Senses  passive  Perception  14  Languages  Common  Challenge  2 (450 XP) \n'b' Special Traits \n'b'\n'b'  Breath of the Swamp . The blessed of Tsathogga can breathe air and water. \n'b'  Fetid Shroud of the Frog God . The acolyte of Tsathogga is surrounded by a fetid, swirling  shroud  of foul corruption. At the start of each of the acolyte\xe2\x80\x99s turns, each creature within 5 feet of it takes 7 (2d6) acid damage. A creature that touches the acolyte or hits it with a  melee attack  while within 5 feet of it takes 7 (2d6) acid damage. \n'b'  Fetid Strike . Once on each of the acolyte\xe2\x80\x99s turns when it hits a creature with a weapon attack, the acolyte can cause the attack to deal an extra 4 (1d8) acid damage to the target. \n'b'  Spellcasting . The acolyte of Tsathogga is a 3rd-level spellcaster. Its spellcasting ability is  Wisdom  (spell save DC 12, +4 to hit with spell attacks). It has the following  cleric  spells prepared:\n'b'\n'b'\n'b'  Cantrips (at will) :  acid splash ,  guidance ,  resistance ,  thaumaturgy  \n'b'  1st level (4 slots) :  bane ,  cure wounds ,  jump ,  protection from evil and good  \n'b'  2nd level (2 slots) :  acid arrow ,  blindness/deafness ,  enhance ability ,  hold person  \n'b'\n'b' Actions \n'b'\n'b'  Sickle .  Melee Weapon Attack : +3 to hit, reach 5 ft., one target.  Hit : 3 (1d4 + 1) slashing damage plus 3 (1d6) acid damage. \n'b'  Light Crossbow .  Ranged Weapon Attack : +2 to hit, range 80/320 ft., one target.  Hit : 4 (1d8) piercing damage plus 3 (1d6) acid damage. \n'b'  Plague of Frogs (Recharges after a Short or Long Rest) . The acolyte magically calls 1d4 giant frogs, provided that the acolyte is within 100 feet of a body of water large enough to cover a Medium creature (GM discretion). The called creatures arrive within 1d4 rounds, acting as allies of the acolyte, and obeying its spoken commands. The beasts remain for 1 hour, until the acolyte dies, or until the acolyte dismisses them as a bonus action.'