TEXT: IntroductIon
  Most citizens of Rassilon know of bufomi only through travelers’ tales. Jokingly referred 
  to as “toadies,” they are often portrayed as harmless, backward simpletons practicing a bi-
  zarre toad-worshipping faith. But those who dwell near the dank marshes the bufomi call 
  home, tell no such stories and do not laugh with those that do, for they know how savage 
  and cunning the toad-men can be when aroused. Their culture is a violent one, where the 
  strong devour the weak and life is a constant struggle. This supplement delves beneath the 
  stereotypical exterior of bufomi society to reveal the true nature of the toad-men race.
  orIgIn of the SpecIeS
  Although much of the sentient races’ historical records were destroyed during the Bliz-
  zard War, and the centuries long collapse of civilization that followed, fragmentary Anari 
  texts dating back many millennia make vague mention of “men not unlike toads in appear-
  ance and habit” dwelling in the marshes of Alantaris Isle.
  Although the older races—frost dwarves, elves, and gatormen, among the more nota-
  ble—make no mention of bufomi, this should not be taken as proof they were not around 
  in antiquity. The dwarves had no reason to venture into the marshes, the elves were tied 
  to their forests, and gatormen were of the habit of labeling all lesser races simply as slaves, 
  not bothering to distinguish them.
  Most civilized races now put the creation of the bufomi down to Eostre or Loki. Follow-
  ers of Eostre Animalmother claim the goddess created all animal life, even the toad-men. 
  An early race of dull intelligence, they were given dominion over the marshes, and were 
  to be its watchmen and guardians, tending the creatures and plants in the wondrous and 
  varied garden of creation. But the toad-men began to create idols in their own image and 
  fell from grace, rapidly devolving into barbarity without the blessing of the goddess. In 
  other stories, the bufomi remained loyal to their task until they were led astray by Loki, 
  whose mischief knew no bounds.
  Sages less bound to religious myths argue that the bufomi may once have been a 
  continent-spanning race, for they are found in numerous marshes below and above the 
  Icebarrier Mountains. Although they do not know it, they are closer to the truth than 
  they realize, for bufomi society arose during the ancient age when much of the northern 
  continent was dank marsh.
  31301
  PAUL “WIGGY” WADE-WILLIAMS
  • C R E AT U R E  G U I D E •
  Author: Paul “Wiggy” Wade-Williams
  Graphic Design: Robin Elliott
  Editing: Vince Kingston
  BufoMI
  www.tripleacegames.com
  Permission is granted to print this ebook. No site licence is given.
  ThIS gAME REFERENcES ThE SAVAgE WoRLdS gAME SySTEM, AVAILABLE FRoM PINNAcLE ENTERTAINMENT gRouP AT WWW.PEgINc.coM.   
  SAVAgE WoRLdS & ALL ASSocIATEd LogoS & TRAdEMARKS ARE coPyRIghTS oF PINNAcLE ENTERTAINMENT gRouP. uSEd WITh PERMISSIoN.  
  PINNAcLE MAKES No REPRESENTATIoN oR WARRANTy AS To ThE quALITy, VIABILITy, oR SuITABILITy FoR PuRPoSE oF ThIS PRoducT.
  © 2010 Triple Ace Games. Hellfrost Rassilon Guides and all related marks and logos are trademarks of  Triple Ace Games. Savage Worlds and all related marks and 
  logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with permission.  © 2010. All Rights Reserved.
  
  AnAtoMy
  once found far and wide across Rassilon, bufomi are 
  largely confined to the hearthlands these days, though 
  colonies exist in the marshes of the Low Winterlands. 
  despite being separated by hundreds or thousands of 
  miles and millennia of time, the disparate tribes have 
  never evolved along distinct lines. While individual 
  tribes may have unique customs based on circumstances 
  or the whim of their rulers, and perhaps minor variations 
  in skin tones caused by diet, there is but one bufom race 
  sharing a common physiology and psychology.
  phySIology
  Bufomi are the only known sentient amphibian race. A 
  typical toad-man stands around four feet tall and weighs 
  in at a measly 95 pounds. Male and female genders ex-
  ist. Females are larger, often weighing as much as 150 
  pounds, less aggressive, and unlikely to be encountered 
  outside the lair. 
  Bufomi are not called toad-men for nothing, for their 
  general appearance is that of a bipedal toad. Their skin 
  is moist and warty, though thin and prone to drying out 
  if not regularly bathed. Most bufomi have green skin, 
  though the exact shade varies immensely—shamans tend 
  to have mottled brown skin, as do the rare slime lords.
  Like toads, the eyes are high on the head. capable of 
  swiveling to face rearward, they allow bufomi to keep an 
  eye on prey while seemingly oblivious to its presence. 
  In the dangerous world of the marshes, wherein dwell 
  giant leeches, marsh trolls and dragons, the ability to see 
  behind you is as much for defense as offense. When a bu-
  fom is submerged in water a thin membrane slides down 
  over the eye. This lens acts to correct vision, allowing the 
  bufomi to see equally well underwater or on land.
  The wide, lipless mouth can open wide enough to 
  engulf cat-sized animals with ease. Bufomi are tooth-
  less. Small prey and handfuls of vegetable matter can be 
  swallowed whole, but larger meals must be cut up first. 
  Bufomi are capable of understanding other languages, 
  but the physiology of their mouths and larynx prevents 
  them from speaking in any language other than their 
  own croaking tongue.
  Thanks to its wide mouth, bufomi appear both idiotic 
  and alien. These views are only emphasized when the 
  creature’s long, sticky tongue whips out to moisten its 
  eyeballs or snatch a fly from the air.
  Located on the male’s bottom jaw are two sacs. 
  Normally invisible, these can be inflated at will, almost 
  doubling the size of the toad-man’s head. This serves the 
  bufomi in several ways. First, it serves as an internal air 
  supply, enabling the toad-men to remain submerged for 
  up to five minutes. Second, by making the bufomi look 
  larger it makes him look both more physically impressive 
  and more dangerous. Likely at one stage this was used 
  in courtship rituals and to ward off other males. Today it 
  serves only for the latter purpose. Third, the bufomi can 
  release the stored air to produce the thunderous croaks 
  which form a key part of their military tactics.
  The loud croak is also used for primitive communi-
  cation, for on a clear night the croak can be heard at 
  distances of up to one mile. The booming noise conveys 
  no information beyond indicating that a bufom is pres-
  ent. Scholars have deduced that each tribe has a unique 
  croak. Thus, it is likely that sentries in areas where mul-
  tiple tribes dwell croak to warn others they are straying 
  into their territory.
  Strangely, when a bufomi is killed his air sacs inflate 
  and deflate one last time, producing a feeble, drawn out 
  croak. This led to use the use of “croak” among the Anari 
  to mean someone has died (as in “he’s croaked it”).
  Bufomi have long, webbed fingers and toes (three at 
  the end of each limb), making them capable swimmers. 
  Their arms tend to be spindly, but their thighs are ex-
  tremely powerful. The natural walking motion is not as 
  with humans, but rather an ungainly hopping motion. 
  By tensing and rapidly unleashing its thigh muscles, bu-
  fomi can leap horizontal distances of up to 16 yards in a 
  single bound.
  however, the legs of shamans tend to be weaker, pro-
  hibiting them from leaping to any noticeable distance be-
  yond that of an average human. Since caste is not based 
  on genetics, sages can only assume that shamans lose the 
  ability due to lack of physical exercise.
  lIfe cycle
  Female bufomi are fertile at about one year old, 
  whereas male can take between three and five years to 
  reach full maturity. during this time, treat all attributes 
  and skill a being one die type lower, to a minimum of a 
  d4. Bounding is limited to 1d4+1”.
  Bufomi utilize external fertilization. during mating 
  season, which occurs in late summer and is triggered by 
  the steady drop in temperature, female bufomi lay hun-
  dreds of eggs in special spawning pools situated in the 
  heart of the lair. The males of the tribe then do their bit 
  to fertilize them. All males use the same pools, though 
  shamans perform their duty before warriors. The eggs 
  develop into tadpoles, which hatch in the same pool.
  At least 95% of the tadpoles hatched the next spring 
  are devoured by their kin. The bufomi see this as natural 
  selection and make no attempts to interfere in the pro-
  cess. Those who survive to grow into immature bufomi 
  are carefully studied by the shamans of the tribe.
  depending on the traits they exhibit, the infants are 
  cast as either shamans or warriors, receiving appropriate 
  training from the moment they vacate the pool. Bufomi 
  society is harsh. Infants who fail to make the grade are 
  not demoted to a lower caste—they are sacrificed.
  Throughout his adult life a male bufomi toils to en-
  sure both he and his tribe survive. Life will be an endless 
  challenge of hunting and gathering, avoid death at the 
  hands of predators, and avoiding ending up in his god’s 
  already bloated stomach. he has no hope (or indeed 
  hellfroSt creAture guIde
  
  
  concept) of promotion or a better life. he is what he is, 
  and that is all he will ever be. 
  Those few who manage to reach old age, which is 
  around 40 years, are either very blessed or very lucky. 
  unlike in many societies, bufomi do not honor their 
  elderly for their wisdom.
  once a bufom becomes infirm whether from long-
  term illness, infertility (easily recognized only in fe-
  males), permanent injury, or the ravages of old age, there 
  is only one fate awaiting him—to become a sacrifice. 
  The tribe’s daily struggle for food means the bufomi can 
  ill-afford to feed useless mouths. Even those tribes with 
  adequate food see no purpose in the weak, save to ap-
  pease K’kroakaa.
  pSychology
  Although the bufomi were once a relatively advanced 
  race, their fall from grace has not itself marked their 
  psyche. The gatormen, for instance, vividly remember 
  and lament the halcyon days of their mighty empire, 
  lusting after a return to former glories. The bufomi do 
  not place any attachment to their ancient achievements. 
  That said, they still prefer to dwell in ancestral areas, but 
  this is more akin to a primitive calling than a conscious 
  decision to cling to ancient memories.
  In days of old bufomi were passive creatures. They 
  kept to their patch of marsh and, with plentiful resourc-
  es, were even willing to trade with other tribes. Thanks 
  to centuries of privation by gatormen and lizardmen, 
  and the reduction in viable homeland due to massive 
  climate changes, these days bufomi are highly territorial 
  creatures.
  Each tribe marks out an area for its own and fiercely 
  defends it from all trespassers. Markers usually comprise 
  small piles of skulls. Violent competition for the best 
  feeding grounds is rife when multiple tribes exist in a 
  small geographic area. This serves the neighboring races 
  well, for it keeps the bufomi occupied.
  Much of a bufomi’s life is spent in fear. Part of this 
  stems from a natural fear of larger creatures, both sen-
  tient and bestial which inhabit the same marsh. Bufomi 
  are not naturally belligerent and, while tenacious and 
  relatively cunning, are unskilled fighters. The other fear 
  originates in the unfortunate practice of regular sacrifice 
  to their bloated god and cannibalism. 
  To allay the latter eventualities, bufomi are always try-
  ing to prove their worth to their leaders. Rather than dis-
  plays of physical prowess, they do this by fawning over 
  their social superiors and offering plentiful gifts of food. 
  There is an old saying among the bufomi that it is better 
  to be alive and hungry than dead and bloated.
  The starvation levels suffered by most tribes can make 
  them gullible to crafty outsiders looking for cheap, if 
  largely ineffective, mercenaries. Promises of plentiful 
  food, and some treasure for the shaman, can sway the 
  tribe to undertake activities they would never normally 
  dream of doing.
  Treachery is a trait found only among the shaman 
  caste, and even then it is always for the benefit of the tribe. 
  Indeed, this tribal mentality is thoroughly ingrained in 
  the race from birth. While bufomi have individual names, 
  their few aspirations are always centered on improving 
  the tribe’s lot. The thought of doing something purely 
  for oneself is a very rare trait.
  SocIAl Structure
  Bufomi society operates around two castes—shamans 
  and warriors—though there are rare sub-castes. casting 
  occurs as a matter of selection and training, not one’s 
  birthright. Within bufom society there is no place for ad-
  vancement—one either spends one’s entire life fulfilling 
  one’s chosen role, or you end up as a sacrifice.
  Warriors make up from 60-75% of the population. 
  Shamans range from a single individual to a full 10%. Fe-
  males rarely exceed 10%, even in the largest tribes. The 
  remainder is juvenile bufomi undergoing training.
  Tribes vary in size from a lowly 30 up to several 
  hundred members depending on the local climate, 
  predators, internal conflicts, and available food. Famil-
  ial groups, such a clans and families, are unknown to 
  bufomi. Indeed, the ideas are totally alien to the race. A 
  tribe with a single female can rightly claim to be mother 
  of the entire tribe, but tracing one’s father is impossible 
  due to the communal nature of breeding.
  ShAMAnS
  Bufomi are a superstitious race. Since only shamans 
   new geAr
  Air Sacs: Bufomi may be a sentient species, but 
  to most other races they are nothing more than 
  primitive beasts. This bias has led some to utilize 
  dead bufomi for their body parts, in particular the 
  air sacs. The sacs are fashioned into crude double 
  bladders. Inflating a pair to full size, about a foot in 
  diameter each, takes four actions.
  Air sacs can be used as flotation bladders. A pair of 
  inflated air sacs provides a +1 bonus to Swimming 
  rolls to remain afloat.
  They can also serve as emergency air supplies. By 
  inhaling air from an inflated bladder at regular pe-
  riod, a character doubles the number of rounds he 
  can hold his breath.
  Air sacs must be kept moist or the skin becomes 
  brittle and ruptures when inflated. Attempts to ar-
  tificially protect the skin have failed—the skin be-
  comes too thick and will no longer inflate.
  Availability: S (found only close to marshes where 
  bufomi lair); Cost: 10 gs per pair; Weight: 1 lb per 
  pair.
  BufoMI
  
  
  have supernatural powers, bufomi take this as a clear 
  sign that only they are fit to rule.
  Every bufomi tribe is led by a single shaman. Large 
  tribes may boast multiple shamans, but there is always 
  a dominant one who takes the title “high priest.” com-
  petition for leadership can be fierce, for it brings many 
  rewards. Those desiring power must have the cunning to 
  outwit their rivals, display greater faith, and garner the 
  support of the warrior caste.
  Maintaining this power requires a mixture of cunning, 
  aggression and blind luck. While no warrior would deign 
  to overthrow a shaman of his own volition, every junior 
  shaman is looking to increase his personal power. coups 
  are typically instigated with K’kroakaa’s “blessing.” The 
  would be usurper need only highlight a tribe’s misfor-
  tune and point to the current ruler to begin a rapid 
  cascade toward violence.
  unfortunately, being a leader is not always an active 
  choice, for some tribes practice a form of enforced de-
  mocracy. While rulers are accorded immense respect, 
  and are gifted the bulk of the food gathered and all the 
  treasure scavenged, their position is very shaky.
  Their continued reign requires the tribe to prosper, 
  or at least not slide further into decay. once things turn 
  bad, rivals are quick to accuse the shaman of offending 
  K’kroakaa. The only solution is to sacrifice the unfortu-
  nate shaman to his god and install a new leader.
  Many shamans work hard to emulate their god—they 
  make proclamations and croak orders, but let others do 
  they hard work while they gorge themselves into obesity 
  and siphon off most of the plunder. The most danger-
  ous tribes are led by young, dynamic, ruthless, and smart 
  shamans.
  SlIMe lordS
  The rarest and most powerful bufomi are the slime 
  lords. They are of the shaman caste, but are immensely 
  bloated and exceptionally intelligent.
  Their warty skin exudes a viscous, pungent hallucino-
  genic slime. Before entering combat, a slime lord smears 
  his bodily excretion on his weapon.
  These fearsome, slime-coated creatures are always the 
  leaders of their tribe, and often command several lesser 
  tribes. The cohesive bonding of disparate tribes under a 
  single figure can make the bufomi a threat to their neigh-
  bors, but such a union can exist only as long as the slime 
  lord rules. once he dies, natural rivalries over feeding 
  grounds return the tribes to the dominant status quo.
  wArrIorS
  Warriors make up the bulk of every tribe. They live 
  only to serve K’kroakaa through his earthly shamans, 
  acquire enough food to ensure the tribe’s continued 
  survival, and breed so there will be a new generation to 
  fill vacant roles.
  despite the caste name, which is one used by other 
  races, warrior males fill every role from laborer to hunt-
  er-gathered to actual protector of the tribe. The bufom 
  word for the caste translates literally as “servant.”
  chAMpIonS
  Whereas most bufomi are small, the champion is a 
  tall, muscular member of the species. They stand a head 
  taller than Saxa and weigh upward of 200 pounds. de-
  spite their huge size, they are still members of the war-
  rior caste, albeit ones accorded greater respect.
  unlike other bufomi, champions are noticeable from 
  birth, being larger and more aggressive members of the 
  species. From the moment their status becomes clear, 
  their destiny is set. 
  A champion’s primary diet comprises of young bufomi 
  who fail to meet the grade for their chosen caste, and the 
  flesh of sacrifices. unlike regular warriors, champions 
  wield good quality weapons. These are usually looted 
  from the corpses of intruders.
  feMAleS
  Whereas male bufomi are divided into two castes—
  shamans and warriors—females are outside the caste 
  system. Their sole purpose is the procreation of their 
  race, and because of this they are deeply respected 
  (though granted no authority over males) and diligently 
  protected at all times.
  Females are extremely rare, with most tribes boasting 
  only one per 20 males. Possession of females not only 
  increases the potential number of tadpoles each mating 
  season, but it is also a sign of status.
  Most tribes are content to survive with just a single 
  female. however, should she die or become infertile 
  (an event met by her sacrifice), the tribe has only two 
  choices—slowly wither away or find a new female. The 
  latter means open conflict with another tribe, and a tribe 
  with no females is a truly deadly foe, for it has nothing to 
  lose in armed struggle.
  Possession of healthy females, while a boon in terms 
  of more potential hatchlings and greater prestige with 
  neighboring tribes, is not without its drawbacks. Females 
  require substantial amounts of food if they are to produce 
  a plethora of viable eggs. While bufomi do not begrudge 
  giving food to their females, such offerings do reduce the 
  amount available to the rest of the tribe.
  culture
  Regardless of its level of civility and intricacy, all sen-
  tient beings possess a culture. This section looks at the 
  basic culture of the bufomi.
  hABItAt
  For all their other failings as a race, the bufomi are 
  deeply spiritual, in their peculiar, barbaric way. com-
  hellfroSt creAture guIde
  
  
  munities exist to serve the tribe’s temple rather than the 
  other way round, and thus wherever the bufomi have set 
  up home there is always a place of worship at its heart.
  Long ago, the bufomi raised stone temples to honor 
  their gluttonous god. Never masters of masonry, such 
  temples were far from majestic, but they still boasted an 
  impressive number of rooms. over time these structures 
  have largely crumbled, leaving behind naught but creep-
  er-choked piles of rubble in most places and a patchwork 
  of standing walls and piles of collapsed stonework in 
  others.
  Although they possess no ability to see in the dark, 
  bufomi prefer to live underground whenever possible, 
  ideally in cool, damp places. conditions deemed insani-
  tary by other races, even orcs, are often ideally suited to 
  toad-men, though even they draw the line at Rassilon’s 
  few sewers.
  As a matter of prudence, there is usually one visible 
  entrance and a smaller, concealed one for emergency 
  evacuation. unlike orcs, who prefer a strongly defended 
  entrance, bufomi post only a handful of guards. Since 
  their homes are usually low (by human standards), put-
  ting your enemy at a disadvantage is seen as more prefer-
  able than a suicidal stand.
  Being a small race, they favor lairs with narrow cor-
  ridors and low ceilings. Floors in select rooms may be 
  excavated as deep as ten feet, allowing them to fill with 
  water. While the bufomi can cross these with ease, either 
  by leaping if the ceiling height allows or simply swim-
  ming, they present an obstacle for most intruders. War-
  riors dominate the outer areas, while the shamans and 
  the vital rooms, such as the larder and birthing pool are 
  placed deeper within the tunnels.
  But while Rassilon boasts an innumerable number 
  of suitable ruins, bufomi refuse to leave their ancestral 
  marshes. As a result, many tribes are forced to dwell on 
  the surface due to a lack of ruins and soil too boggy to 
  excavate safely.
  When forced to live above ground, the most favored 
  location is an island. Although the ability to work stone 
  has been lost, bufomi have enough knowledge to erect 
  simple fortifications from either wood or, more com-
  monly, by planting thorny bushes around the perimeter.
  Most surface-dwelling bufomi live in crudely fash-
  ioned circular reed huts. Each hut sleeps anywhere from 
  four to ten warriors. Privacy is not a common trait, and 
  no internal divisions exist to create separate sleeping 
  areas. Bedding is usually a mass of wet reeds.
  Typically, a village is built as a series of concentric 
  circles, with warriors’ hut outermost. When a tribe has 
  a champion, he normally lodges with the leader, effec-
  tively becoming his private bodyguard. Junior shamans, 
  when such exist, form an inner ring around the heart of 
  the settlement—the birthing pool, the ruler’s hut, and 
  the temple.
  Serving as the altar is an effigy of a giant toad with its 
  mouth open. In many temples offerings are shoved into 
  the maw and out through the toad’s back. The symbolic 
  sacrifice over, the bufomi dine on the carcass while the 
  highest ranking shaman takes the treasure. In a rare few 
  others, the sacrifices fall through a hole in the base of 
  the statue into a subterranean chamber. giant toads 
  are housed below the temple, and they dine on the still 
  screaming victims.
  dIet
  Bufomi are carnivorous hunter-gatherers capable of 
  eating almost anything they can fit into their mouths.
  Much of their diet comprises worms, slugs, spiders, 
  grubs, small birds, vermin, and insects either caught on 
  their sticky tongues or collected in reed baskets attacked 
  to long pole. gathered insects are returned home and 
  mashed into small balls. While insects are plentiful, a 
  bufom requires more than the occasional mosquito or 
  fly to survive.
  Nets and spears are used to hunt fish, eels, leeches, 
  and even other amphibians. despite the similarities be-
  tween the race and mundane amphibians, bufomi have 
  the same approach to eating frogs and toads as humans 
  do to other animals. While technologically primitive, 
  bufomi are masters of snares. This enables them to catch 
  small land animals.
  It should be noted that while bufomi do eat the flesh 
  of sentient beings, it is a rarity in their daily diet. In dire 
  emergencies they may attack a small stead on the fringes 
  of their territory, but they are too fearful to launch attacks 
  on larger settlements unless driven to the point of utter 
  despair. Lone travelers and small parties should always 
  take care, though, for the opportunistic bufomi will take 
  small risks to ensure they eat.
  outsiders who come prepared can buy safe passage 
  and even hire guides in return for fish or shreds of meat. 
  Bufomi are quite happy with rotting meat, so an adven-
  turer need not spend a fortune purchasing fine cuts. 
  Loyalty, though, only extends as far as the next meal. It 
  has been known for a bufom to work for an adventur-
  ing party, be refused food, and lead his so-called masters 
  into a treacherous area of bog or into an ambush.
  While bufom make use of fire for heat and light, they 
  disdain cooked food, finding it unpalatable (which is 
  saying something). Whether flies, fish, or rabbits, food is 
  hacked into manageable chunks and swallowed whole.
  certain soft weeds are eaten, but only as a last resort, 
  for they provide very little nutrition. Lacking teeth, any 
  fibrous plants are rolled around the mouth until they 
  form a ball and then swallowed.
  Although always on the hunt for sufficient food, 
  bufomi are careful hunter-gatherers. They understand 
  enough about the cycle of life not to hunt to excess, lest 
  they leave themselves short of prey the next year.
  clothIng
  Personal modesty and fashion mean nothing to bu-
  fomi. They do not wear clothes, even when garments 
  are available to them. A shaman might wear a piece of 
  plundered jewelry to show his status, but would not don 
  BufoMI
  
  
  an ermine lined cloak, though he probably would hap-
  pily use it as a blanket.
  This reluctance to don clothing leaves the bufomi 
  vulnerable to cold weather and has led to the misun-
  derstanding that they hibernate in winter. In truth, 
  they merely limit their outside activities to a minimum, 
  instead huddling around fires in the safety of their damp 
  homes.
  lAw And order
  Within a tribe the word of the ruling shaman is ab-
  solute law. generally there is little need for policing, 
  as tribes are naturally communal, the idea of personal 
  possessions is confined to a rare few individuals such as 
  senior shamans and champions (and even then it is for 
  the good of the tribe), as such there is little crime.
  despite this, there are some immutable laws in place. 
  over eating, stealing food, or hoarding of food in secret 
  is a crime, as is using the birthing pool out of turn. 
  Treason against the ruler is a crime only if the ruler is 
  not overthrown, otherwise it is a perfectly valid way of 
  trying to improve the tribe’s fortunes. Murder is a very 
  serious crime, though only if the victim was a productive 
  member of society. Those unfit to aid the tribe are non-
  entities, though murdering one out of hand is a religious 
  crime, as it robs K’kroakaa of a meal.
  Bufomi society has no room for lengthy trials domi-
  nated by legal precedent and clever wording. All cases 
  are brought before the ruler, who is quick to pass the 
  only judgment known to the race—death by sacrifice.
  heAlthcAre
  Bufomi society favors the strong. The weak are a seri-
  ous drain on resources, and likely to end up as a sacrifice. 
  however, bufomi are also pragmatists—if a wounded 
  warrior can be healed relatively easily, then why waste a 
  valuable resource?
  What bufomi sorely lack is access to magical healing. 
  A tribe might own one or two healing potions, but these 
  would be precious treasures, not things to be casually 
  squandered. A handful of warriors might know basic first 
  aid, but most medical care lies with the shamans.
  Fortunately, bufomi shamans often understand hedge 
  magic. The marshes they call home are abundant with 
  medicinal herbs, not all of which are known to non-bu-
  fomi practitioners. While perfectly safe for other races 
  to use, most concoctions take the form of thick, slimy 
  pastes that are either rubbed onto the skin or gulped 
  back. A race that happily eats bugs has little care about 
  ingesting rotting weeds.
  lAnguAge
  Bufomi speak a dialect of Lesardetongue, a language 
  also shared by gatormen and lizardmen. Scholars have 
  long argued why this should be so, since bufomi were 
  never enslaved en masse and are not biologically or 
  mythically related to the other races. To date no viable 
  solution has been put forward. While other races can 
  reproduce the language, it is hard on the throat.
  The language is not advanced, though whether or not 
  it is debased from an earlier tongue or just never evolved 
  is open to discussion. Sentences are very clipped and 
  never used in a compound structure.
  nAMeS
  While individuals have personal names, the race has 
  no concept of surnames. They do not name their tribes, 
  either. Instead, a bufomi describes where he is from when 
  forced to reveal anything about his tribe. For instance, a 
  bufomi may state that his tribe “lives in the shadow of the 
  bent tree near the brook where the frogs grow.”
  only shamans use personal adverbs and pronouns—
  warriors use their given name. So while a shaman might 
  say “I want the spear,” a warrior would say “Kruk wants 
  the spear.”
  nuMBerS
  despite having just six fingers, bufomi use a decimal 
  system. Again, it is hypothesized this is a hold over from 
  relations with the gatormen or lizardmen, though it is im-
  possible to prove. The bufomi numbering system stops 
  at 1000—they simply have no need to count any higher. 
  Beyond that, they employ vague descriptive terms, like 
  “many more than us” or “as many as there are flies in a 
  swarm.”
  wrItten lAnguAge
  Bufomi have no true written language. They utilize 
  simple pictograms, but these convey only basic mean-
  ings, such as “danger” or “Sacred.” Though little true 
  education occurs among the primitive race, customs, 
  laws, and religious beliefs are passed on through an oral 
  tradition by the shamans.
  cAlendAr
  Bufomi have never been stargazers or farmers, and 
  thus have little use for a calendar. They understand 
  the changing of the season, as this alters what food is 
  available. Their primitive culture knows the seasons as 
  Bad Time (winter), Warming Time (spring), Insect Time 
  (summer), and hunting Time (fall).
  Winter is aptly named, for the insects and animals 
  that form much of their diet are hard to find. Ice may 
  prevent fishing, and wild animals tend to migrate out of 
  the marsh to better feeding grounds. For much of the 
  winter the tribe sits in its lair, rationing provisions gath-
  ered the previous year, and hoping the Warming Time 
  quickly comes.
  As spring dawns so the tribe becomes more active, 
  venturing outside in the hope of catching fresh provi-
  sions. Tribal boundaries are checked, and if necessary 
  hellfroSt creAture guIde
  
  
  rebuilt to warn rivals the tribe is active. As lambing sea-
  son approaches, tribes fortunate enough to live close to 
  steads begin making their first raids.
  Summer is a time of relative plenty. Swarms of 
  buzzing insects fill the air, the waters run freely, and 
  other animals are starting to gain body fat, at least in the 
  hearthlands. For tribes in the Winterlands, Insect Time 
  is less a leisurely banquet and more a mad scramble for 
  pitiful scraps. The warriors spend much of their time 
  hunting and gathering in preparation for the coming 
  winter. Ironically, while humans favor war in summer, 
  bufomi cannot afford to waste the short period on such 
  matters.
  As the great wheel of the heavens turn, so summer 
  gives way to fall. The days grow shorter and colder, and 
  the bufomi know it is time for a last minute flurry of 
  food gathering before winter again blankets the land in 
  its deadly embrace. Raids against neighboring tribes and 
  isolated steads reach a peak in the weeks before the first 
  snow falls. As winter comes, the tribe again withdraws to 
  its lair to weather the hard times to come.
  Bufomi have no names for the days of the week or 
  months, seeing each day as just another cycle of activ-
  ity. The passage of time is crudely marked by noting the 
  number of sun rises. Bufomi mythology claims the sun is 
  slowly being devoured by K’kroakaa in revenge for burn-
  ing him (see page xxx).
  The moon is identified as K’kroakaa’s belly. When 
  full of sacrifices, it expands and fills the night sky. As the 
  god digests his meals, so his stomach deflates until it is 
  empty. This superstitious belief has led to sacrifices be-
  ing offered during the phases when the moon is more 
  dark than light.
  trAde And trIBute
  All bufomi tribes are self-sufficient in the basic wares 
  they need to survive day-to-day. cooperation between 
  rival tribes is virtually unheard of due to the bufomi’s 
  tendency to view everyone else as competitors for the 
  same resources. A powerful slime lord might bond mul-
  tiple tribes together, but even then there is little direct 
  trade—such an organization is more a personal military 
  force than an economic one.
  Still, bufomi are sorely lacking in arms and armor, and 
  will trade for them. They have been known to trade for 
  sacrifices as well. Since they possess no valuable crafts, 
  all they have to offer is herbal remedies and general sup-
  port, typically supplying small numbers of warriors. 
  While the latter may not sound appealing, rumors 
  are circulating that an engro merchant in drakeport was 
  using bufomi from gnatmarsh to commit acts of piracy. 
  Such alliances are extremely uncommon, and are never 
  based on mutual trust. 
  When large quantities of goods must be moved 
  around, giant toads fitted with simple harness support-
  ing wicker baskets are used as beasts of burden.
  Strong tribes have, on occasion, risen to such power 
  as to be able to demand tribute from weaker tribes. While 
  a strong tribe could take what it wanted by force, open 
  warfare risks casualties, and even a seemingly weak foe 
  might prove difficult to crush. So the threat of violence 
  is used instead.
  It is theoretically possible, but as yet unknown, that 
  a tribe could extend its influence outside the marsh, 
  demanding tribute from farms and steads in return for 
  leaving the settlers in peace. But any such act would re-
  quire either a strong military force or a massive bluff, and 
  either is likely to earn only a short term victory.
  wArfAre
  Bufomi are not widely renowned for their bravery 
  or skill at arms, though when defending their lairs they 
  fight with a tenaciousness rarely found elsewhere. under 
  the direct command of a slime lord, they can become a 
  reasonable fighting force.
   toAdS And frogS
  one aspect of bufomi culture little witnessed by ob-
  servers is their use of small amphibians. Warriors 
  have been found to be carrying species of toad and 
  frog in small sacks. These are usually dismissed as 
  either pets (a foreign notion to bufomi) or snacks. 
  In fact, bufomi lick or ingest these creatures to in-
  duce certain physical and mental states.
  In all the examples below, licking a toad takes one 
  action and an individual toad may be licked only 
  once per day.
  Great Warty Toad: A large, brown, warty specimen, 
  found mainly in the great Swamp, the warty toad’s 
  secretions produce feeling of euphoria. humans in-
  volved in the narcotics trade pay good money for 
  live specimens. Licking a warty toad acts as a cour-
  age healing brew (see Rassilon Expansion). 
  Red-spotted Toad: common to gnatmarsh, the 
  red-spotted toad (also known as blood toads or 
  dargar’s toads) is known to be toxic. Its secretions 
  produce a raging fever if they enter the body. Bu-
  fomi, however, react very differently. By licking a 
  red-spotted toad, bufomi suffer a temporary mad-
  ness akin to a berserker frenzy. Bufomi licking this 
  specimen suffer the effects of a berserk herbal brew. 
  other races must make a Vigor roll (–2) or suffer a 
  level of Fatigue for 24 hours.
  Rigr’s Toad: So named because they are active at 
  night (and thus never appear to sleep) and because 
  of their useful secretion. Licking one provides the 
  benefits of a stimulant I brew.
  Wretch Toad: Bright green with yellow spots, the 
  secretions of this amphibian are a defense mecha-
  nism against predators. When ingested, the mucus 
  acts as a purgative herbal brew.
  BufoMI
  
  
  weAponS And ArMor
  Bufomi lack the technology and skill sets to forge and 
  work metal. Even leatherworking is beyond their under-
  standing. unless a warrior has been fortunate enough to 
  acquire a suit of armor from an outside source, such as a 
  fallen foe of similar size, he fights naked.
  Even when armor is available, it is rarely worn around 
  the clock. Bufomi skin may appear tough, but it is actu-
  ally surprisingly delicate. Armor is renowned for chafing. 
  Furthermore, being able to swim is a key part of their 
  daily life, and armor is heavy.
  As a general rule, one can expect champions to wear 
  at least a leather vest to denote their status. Slime lords 
  protect themselves with the heaviest armor they can find. 
  Since they spend much of their day seated, chaffing and 
  weight are rarely problematic.
  Similarly, unless an outside source of weapons is lo-
  cated all he has to fight with is a very primitive spear. 
  often these are little more than sharp stones lashed to 
  sticks with dried reeds. Spears are popular across the 
  spectrum of sentient races, not only because they are 
  cheap to produce but also because they allow you to at-
  tack at an increased range, thus helping ensuring your 
  foe doesn’t get chance to strike you.
  Perhaps because of their powerful leap, bufomi have 
  never bothered with ranged weapons. While the inven-
  tion of the sling is hardly a work of genius, limitations in 
  understanding prohibit the manufacture of bows. Again, 
  though one should never assume the bufomi will only 
  engage in melee—tribes that manage to acquire missile 
  weapons are inclined to at least experiment with them.
  tActIcS And StrAtegy
  No organized military structure exists within a bufomi 
  tribe. Every male is expected to help protect the tribe, 
  though the leader only rarely places himself in mortal 
  peril. on all but the rarest occasions, the junior shamans 
  fill the role as military commanders, though their main 
  purpose is to supply magical support rather than true 
  leadership.
  This section looks at bufomi tactics in ambushes, 
  when defending lairs, and on small scale raids. No tribe 
  or collection of tribes has yet taken part in a pitched 
  battle, and it is unlikely they ever will.
  AMBuSheS
  Bufomi rarely have the manpower to attack from a 
  position of strength. Instead, they prefer to attack from a 
  position of surprise, looking to overpower their enemies 
  before spells can be brought against them. given ideal 
  circumstances, bufomi like to outnumber their foes by 
  at least two-to-one. however, under desperate circum-
  stances they will attack larger forces, though usually only 
  for a few rounds before retreating.
  Being semi-aquatic, bufomi prefer to employ ambush-
  es at sites where there is water on multiple sides. The 
  sly hunters lurk below the surface with only their eyes 
  protruding. As well as providing cover from which to 
  attack, it makes for a handy escape route should things 
  turn bad. Warriors are spread around the ambush site, 
  ensuring that the approaching enemy can be adequately 
  hampered from all sides.
  Knowing that the opening few seconds of an ambush 
  are the most vital time, bufomi attacks always begin with 
  the warriors on one side emitting a barrage of croaks in 
  a bid to stun their opponents for those crucial few sec-
  onds. When enemies not stunned turn to face the direc-
  tion of the attack, the warriors not behind them repeat 
  the tactic. This tactic is also employed when an enemy 
  immediately breaks or tries to fall back to regroup.
  With the enemy now reeling, the warriors bound into 
  battle from all sides simultaneously, employing another 
  of their strengths to deliver deadly blows before their 
  opponents can recover.
  unless these first few moments have given the bufomi 
  an advantage, they are likely to turn tail and flee at the 
  earliest opportunity. only if their foes are on the ropes 
  will they press the attack.
  Shamans remain as far from battle as their spells al-
  low. during the initial two rounds, when the warriors are 
  croaking, shamans unleash their offensive spells at the 
  enemy, hoping to kill or disable them before the warriors 
  leap into action. Spells such as blast and entangle are 
  targeted at the most dangerous looking foes, while stun 
  is used against weaker looking troops. cavalry may be 
  pelted with knockdown spells in an attempt to unhorse 
  the rider, thus robbing the rider of his height and speed 
  advantage. Prolonged blast is normally only used when 
  the bufomi are outnumbered, the spell being placed 
  so as to divide the enemy into more manageable sized 
  units.
  once melee is joined, the shamans become more se-
  lective, angling spells to pick off groups of foes without 
  endangering their warrior comrades.
  Beast friend can be useful for controlling giant toads 
  or swarms of carnivorous frogs, but only when such crea-
  tures are present. given a chance to employ such allies, 
  bufomi use them as shock troops. When giant toads are 
  not available, the shaman often employs his summon 
  herald spell to bring one forth before the ambush is 
  sprung. Spells such as boost/lower trait, leaping, shape 
  change, sanctuary, and wall walker are kept in reserve 
  in case the shaman needs to make a quick getaway.
  defendIng lAIrS
  As noted above, bufomi prefer to allow intruders into 
  their lairs before mounting any type of resistance. As 
  well as favoring the defender, the bufomi have learned 
  the hard way that grouping warriors together in a small 
  confine is an invitation for an enemy spellcaster to drop 
  an area effect spell.
  Warriors stationed at the entrance fight fanatically, not 
  in a bid to force attackers back, but simply to buy their 
  comrades more time.
  hellfroSt creAture guIde
  
  
  unable to bound effectively in low, narrow corridors, 
  bufomi must fall back on croaking as their primary tactic. 
  Intersections are the ideal place to surprise an enemy, 
  as it allows for a crossfire of croaks followed by a multi-
  pronged charge with spears. When strength of numbers 
  proves too great, the bufomi simply retreat to another 
  advantageous position and repeat the tactic.
  Flooded rooms, slick floors, even mud are used to 
  great advantage. Although bufomi are just as hampered 
  by slippery surfaces as other races, their ability to leap, 
  combined with their swimming skills, allow them to 
  bypass most such obstacles with ease. While the enemy 
  flounders in the mire or has to wade through chest-deep 
  water, they are susceptible to croaks and spells.
  When fighting in the outer regions, shamans are more 
  likely to invoke blast spells. Prolonged blast, when avail-
  able, can be very useful in blocking corridors and either 
  hemming the enemy into a killing ground or simply pre-
  venting them from progressing deeper.
  But as the fight continues toward the birthing pool 
  and larder so shamans switch to non-damaging spells, 
  like entangle, knockdown, and stun, so as not to risk 
  causing collateral damage.
  SMAll rAIdS
  Most raids are for livestock, not to cause destruction 
  or take prisoners (though bufomi never turn down a free 
  meal when the opportunity arises). Raiding parties are 
  always small bands, generally of no more than a dozen 
  warriors and one or two shamans.
  Ill-suited for warfare in the open, stealth is the key 
  factor in any raid. It is far better to steal one sheep and 
  lose no warriors, than to steal ten sheep, and suffer cata-
  strophic losses. Night raids are popular, for while bufomi 
  have trouble with the dark, so do most of their targets, 
  thus ensuring a level playing field. darkness also limits 
  the effectiveness of missile fire, again bringing things 
  down to the toad-men’s level. unless times are desper-
  ate, raiding parties turn and run at the first sign of stiff 
  resistance.
  Naturally stealthy and skilled at leaping, bufomi can 
  easily circumvent low obstacles in silence, allowing 
  them to penetrate the enemy’s defenses without wasting 
  valuable time assaulting gates or raising scaling ladders. 
  once inside, they move quickly, gathering everything of 
  use to the tribe before retreating back to the safety of 
  the marsh.
  relIgIon
  The bufomi faith centers around a single, ever-hungry 
  deity, K’kroakaa, the Bloated one. According to myth, he 
  dwells in the center of a vast heavenly swamp known as 
  the Land of Reeds.
  Bufomi believe in an afterlife, but have no version of 
  the Abyss. Those who die in service to their tribe will 
  serve K’kroakaa in the afterlife, forming part of a single 
  tribe under the guidance of their majestic deity. Those 
  who end up sacrificed are devoured body and soul, ef-
  fectively erasing them from existence.
  No form of funerary rites exist. Those sacrificed are 
  either devoured by giant toads, proxies for K’kroakaa, 
  or by their former tribe mates. Those who die in battle 
  become food for the tribe over winter or, if the body can-
  not be recovered, are left for wild giant toads to eat.
  Note that although bufomi worship a god, it is not 
  K’kroakaa who gives shamans their supernatural pow-
  ers. Rather, shamans tap into the magical threads that 
  surround amphibians. despite using Faith to call forth 
  powers and suffering Backlash as miracle workers, they 
  are more akin to mages than true clerics. 
  K’KroAKAA
  Titles: The Bloated one.
  Aspects: Bufomi, amphibians, gluttony.
  Symbol: A toad.
  Priesthood: Priests and paladins are not differenti-
  ated, and thus a shaman may take both the champion 
  and holy Warrior Edges.
  Herald: None. When called to send a herald, K’kroakaa 
  sends a giant toad. on a raise, the toad is a Wild card.
  Holy Days: Bufomi hold major festivals on heah Su-
  mor daeg and heah Wyntr daeg. Minor ceremonies are 
  held as often as the highest ranking shaman demands.
  Signature Power: Leaping.
  Powers: Beast friend (amphibians only), blast, boost/
  lower trait (Stealth and Swimming only), champion of 
  the faith, entangle, environmental protection (water 
  only), growth/shrink, knockdown, prolonged blast, 
  sanctuary, shape change (amphibians only), stun, sum-
  mon herald (a giant toad), wall walker.
  Trappings: Trappings all relate to toads. Knockdown 
  may be a powerful croak, entangle could be sticky 
  tongues, and blast a swarm of flesh-eating toads.
  Disciple Edge: K’kroakaa’s disciples can unfurl their 
  tongue to Reach 2. This allows them to initiate grapples 
  at range or deliver a sting slap for Strength damage. 
  K’kroakaa is an ancient god by human standards, 
  having been worshipped by the bufomi since before the 
  gatormen and lizardmen ruled much of the northern 
  continent. A bloated monstrosity, the deity has devoured 
  so many sacrifices it can no longer move. 
  Instead, it sits motionless in its dank lair, its immense 
  maw gaping wide to accept whatever offerings its follow-
  ers deign fit to throw its way. K’kroakaa has little true 
  love for his followers. he is their god, and they exist 
  solely to ensure he is constantly fed.
  K’kroakaa appears in no civilized race’s mythology, 
  though gatormen tell how in his greed he once swal-
  lowed the sun, plunging the world into total darkness, 
  but badly burning himself in the process. For this reason, 
  amphibians need to regularly bathe their skin to avoid 
  drying out. 
  Some clerics of Eostre Animalmother claim the inhu-
  BufoMI
  
  
  man deity was one of the goddess’ early creations, a true 
  child of the mythical First Age, but this viewpoint is not 
  widely supported.
  cereMonIeS
  Any time a sacrifice is deemed to be required, the 
  tribe holds a ceremony to their obese god. There are 
  only two truly important ceremonies in the race’s reli-
  gious calendar.
  wArM-end dAy
  on heah Sumor daeg, the primitive toad-men gather 
  outside their lair as the sun sets and begin croaking loud-
  ly. The croaks are those emitted by hungry bufomi, and 
  are pleas to the sun to return quickly. With the mid-point 
  of the year gone, they know winter is on its way, and 
  that means a shortage of food. Bufomi society is uncar-
  ing, and those considered too weak to survive the winter 
  are seen as a drain on valuable resources. once the first 
  hard frosts bite, these unfortunates end up sacrificed to 
  K’kroakaa.
  wArM-StArt dAy
  heah Wyntr daeg is a day of celebration. Although the 
  snow lies deep and the air is freezing, the days will soon 
  begin to lengthen and foodstuffs will again be plentiful. 
  The croaks are ones of welcoming, for the sun will soon 
  drive away the winter chill and awaken the prey animals 
  and plants. Raiding tribes begin to plan their activities 
  for the warmer months.
  BeStIAry
  This section pulls together various stat blocks con-
  cerning the bufomi and their allies, consolidating them 
  in a single volume for ease of use when designing or 
  running toad-men related adventures. It also introduces 
  new varieties of bufomi to keep the players guessing 
  about exactly the threat they face.
  BufoMI
  chAMpIon
  Wild card champions should have Fighting d10 (Parry 
  8), Vigor d10 (Toughness 9 (1)), and First Strike. A cham-
  pion serving a slime lord has Improved Frenzy.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: climbing d8, Fighting d8, guts d8, Intimidation 
  d8, Notice d6, Stealth d8, Swimming d8
  Pace: 6; Parry: 7; Toughness: 8 (1)
  Hindrances: overconfident
  Edges: combat Reflexes, command, Frenzy
  Gear: Leather vest (+1; torso only), long spear (Str+d6, 
  +1 Parry, Reach 1, 2 hands)
  Treasure: Worthwhile
  Special Abilities:
  * Bound: A bufom can leap 1d6+2” in a straight line to 
  attack with +2 to its Fighting roll and +2 to damage.
  * Croak: If a bufom takes no other actions in a round, 
  including moving, it can emit a deafening croak. Place 
  the thin end of a cone Template in front of the bu-
  fom. All creatures within the Template must make a 
  Spirit roll or be Shaken.
  * Rotating Eyes: The eyes of a bufom sit on top of their 
  head, and can swivel to see behind them. They reduce 
  gang-up bonuses against them by one.
  * Semi-Aquatic: Bufomi can hold their breath for 5 
  minutes.
  * Size +1: A champion is a hulking brute.
  fAnAtIc
  Fanatics are warriors, but ones who for some reason 
  are filled with a righteous devotion to their religious 
  leaders. When a shaman or slime lord is injured, the 
  fanatics undergo a frenzy, striking out at nearby foes to 
  avenge the insult to their master.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, 
  Vigor d6
  Skills: climbing d6, Fighting d6, guts d6, Intimidation 
  d6, Notice d6, Stealth d8, Swimming d8
  Pace: 6; Parry: 6; Toughness: 4
  Gear: crude long spear (Str+d6, +1 Parry, Reach 1, 2 
  hands, see below).
  Treasure: Meager.
  Special Abilities:
  * Bound: A bufom can leap 1d6+2” in a straight line to 
  attack with +2 to its Fighting roll and +2 to damage.
  * Croak: If a bufom takes no other actions in a round, 
  including moving, it can emit a deafening croak. Place 
  the thin end of a cone Template in front of the bu-
  fom. All creatures within the Template must make a 
  Spirit roll or be Shaken.
  * Crude Spear: If a bufom rolls a 1 on his Fighting die, 
  regardless of Wild die (for Wild cards), he has dam-
  aged his spear. The spear’s damage die is reduced 
  one step. Below a d4, the spear has shattered, leaving 
  the bufom holding a few bits of stick.
  * Fanatic: If a bufom shaman or slime lord within 5” of 
  a fanatic is Shaken or wounded, the fanatic may make 
  a single Fighting roll against one opponent within 
  Reach as a free action. It may do this even if it has 
  acted in the round or is on hold. In the latter case, it 
  remains on hold.
  * Rotating Eyes: The eyes of a bufom sit on top of their 
  head, and can swivel to see behind them. They reduce 
  gang-up bonuses against them by one.
  * Semi-Aquatic: Bufomi can hold their breath for 5 
  minutes.
  * Size –1: Bufomi stand 4’ tall.
  hellfroSt creAture guIde
  10
  
  ShAMAn
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: climbing d6, Faith d8, Fighting d4, guts d8, No-
  tice d6, Stealth d8, Swimming d8
  Pace: 6; Parry: 5; Toughness: 4
  Edges: Arcane Background (Miracles)
  Gear: crude long spear (Str+d6, +1 Parry, Reach 1, 2 
  hands, see below)
  Treasure: Meager.
  Special Abilities:
  * Croak: If a bufom takes no other actions in a round, 
  including moving, it can emit a deafening croak. Place 
  the thin end of a cone Template in front of the bu-
  fom. All creatures within the Template must make a 
  Spirit roll or be Shaken.
  * Crude Spear: If a bufom rolls a 1 on his Fighting die, 
  regardless of Wild die (for Wild cards), he has dam-
  aged his spear. The spear’s damage die is reduced 
  one step. Below a d4, the spear has shattered, leaving 
  the bufom holding a few bits of stick.
  * Powers: Shamans know the following spells: beast 
  friend (amphibians only), boost/lower trait (Stealth 
  and Swimming), entangle (long, sticky tongue), 
  knockdown (croak), leaping, summon herald (a gi-
  ant toad).
  * Rotating Eyes: The eyes of a bufom sit on top of their 
  head, and can swivel to see behind them. They reduce 
  gang-up bonuses against them by one.
  * Semi-Aquatic: Bufomi can hold their breath for 5 
  minutes.
  * Size –1: Bufomi stand 4’ tall.
         SlIMe lord
  Attributes: Agility d6, Smarts d10, Spirit d8, Strength 
  d8, Vigor d8
  Skills: Faith d10, Fighting d8, guts d8, Intimidation 
  d8, Notice d6, Stealth d4, Swimming d6
  Pace: 4; Parry: 7; Toughness: 9 (2)
  Hindrances: obese
  Edges: Arcane Background (Miracles), command, 
  command Presence, Fervor, Sweep
  Gear: chain shirt (+2; torso only), staff (Str+d4, +1 
  Parry, Reach 1, 2 hands; see below)
  Treasure: Rich
  Special Abilities:
  * Croak: If a bufom takes no other actions in a round, 
  including moving, it can emit a deafening croak. Place 
  the thin end of a cone Template in front of the bu-
  fom. All creatures within the Template must make a 
  Spirit roll or be Shaken.
  * Hallucinogenic Slime: Anyone Shaken or wounded 
  by the slime lord’s mucus-coated staff must make a 
  Vigor roll at –2 or be Shaken for 1d6 rounds as he 
  experiences vivid hallucinations. unless the victim 
  spends a benny, he may roll to unShake only after the 
  1d6 rounds have expired.
  * Powers: Slime lords know the following spells: beast 
  friend (amphibians only), blast (flesh-eating toads), 
  boost/lower trait (Stealth and Swimming), entangle 
  (long, sticky tongue), knockdown (croak), leaping, 
  stun (mighty croak), summon herald (a giant toad), 
  wall walker (sticky mucus on hands and feet).
  * Pungent Stench: Anyone moving adjacent to a slime 
  lord must make a Vigor roll or be Shaken. With suc-
  cess, the victim is immune to that slime lord’s stench 
  for 24 hours. If a victim fails his roll, moves away, and 
  later returns adjacent to the slime lord, he must make 
  the roll again.
  * Rotating Eyes: The eyes of a bufom sit on top of their 
  head, and can swivel to see behind them. They reduce 
  gang-up bonuses against them by one.
  * Semi-Aquatic: Bufomi can hold their breath for 5 
  minutes.
  wArrIor
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, 
  Vigor d6
  Skills: climbing d6, Fighting d6, guts d6, Intimidation 
  d6, Notice d6, Stealth d8, Swimming d8
  Pace: 6; Parry: 6; Toughness: 4
  Gear: crude long spear (Str+d6, +1 Parry, Reach 1, 2 
  hands, see below)
  Treasure: Meager, per 5 bufomi.
  Special Abilities:
  * Bound: A bufom can leap 1d6+2” in a straight line to 
  attack with +2 to its Fighting roll and +2 to damage.
  * Croak: If a bufom takes no other actions in a round, 
  including moving, it can emit a deafening croak. Place 
  the thin end of a cone Template in front of the bu-
  fom. All creatures within the Template must make a 
  Spirit roll or be Shaken.
  * Crude Spear: If a bufom rolls a 1 on his Fighting die, 
  regardless of Wild die (for Wild cards), he has dam-
  aged his spear. The spear’s damage die is reduced 
  one step. Below a d4, the spear has shattered, leaving 
  the bufom holding a few bits of stick.
  * Rotating Eyes: The eyes of a bufom sit on top of their 
  head, and can swivel to see behind them. They reduce 
  gang-up bonuses against them by one.
  * Semi-Aquatic: Bufomi can hold their breath for 5 
  minutes.
  * Size –1: Bufomi stand 4’ tall.
  VArIAnt BufoMI
  champions and slime lords are the most common 
  variant bufomi, but the race also produces other muta-
  tions. depending on the gM’s needs, these may be rare 
  individuals or common traits possessed by an entire 
  tribe. Simply pick one of more of the new Special Abili-
  ties described below and apply them to any of the exist-
  ing bufomi archetypes.
  Special Abilities:
  * Armor +1: Thick, warty skin.
  BufoMI
  11
  
  * Chameleon: The bufom’s skin undergoes slight 
  changes in color to help in blend into its environ-
  ment. When in marsh land, the bufom has +4 to 
  Stealth rolls if immobile and +2 if moving.
  * Larger than Average: A warriors or shaman stands 
  five and a half feet tall. It has Size +0 (Toughness 5).
  * Marsh Born: Wide feet allow the bufom to over shal-
  low water and mud without impairment. Mud, slime, 
  and water no more than waist deep do not count as 
  difficult ground for this variant.
  * Stench: The bufom releases a pungent secretion the 
  first time it is Shaken, wounded, subjected to Fear, or 
  Intimidated during an encounter. Any non-bufomi ad-
  jacent to the bufom at the end of its turn must make a 
  Vigor roll or be Shaken. The mucus remains in effect 
  for the remainder of the encounter.
  * Twitchy: The bufom’s body is constantly twitching 
  and jerking. Ranged attacks targeted at the bufom suf-
  fer a –1 penalty.
  * Wide-Mouthed: This variant appears normal until it 
  opens its gaping maw. Although the bufom cannot 
  swallow large prey whole, it can swallow entire limbs 
  of creatures of Size +0 or Size –1. Instead of using its 
  spear, the wide-mouthed bufom can make a called 
  Shot Touch Attack using its mouth (+0 modifier) to 
  latch onto a foe’s arm or leg. With success, the limb 
  is engulfed and immobile. This attack causes no dam-
  age (no teeth). Freeing the limb requires an opposed 
  Strength roll as an action or the death of the bufom.
  toAd, gIAnt
  These monstrous toads are found in marshes across 
  the hearthlands and Low Winterlands.
  drAgon
  giant dragon toads are named for their fearless, ag-
  gressive nature. opportunist hunters, they will attack 
  prey much larger than themselves. unlike other giant 
  toads, they have powerful jaws and sharp teeth.
  Attributes: Agility d6, Smarts d4(A), Spirit d8, Strength 
  d8, Vigor d8
  Skills: Fighting d8, Notice d6, Stealth d6
  Pace: 6; Parry: 5; Toughness: 8
  Treasure: None.
  Special Abilities:
  * Bite: Str+d8.
  * Fearless: Immune to Fear and Intimidation.
  * Frenzy: A giant dragon toad may make two Fighting 
  attacks each round, both with a –2 penalty.
  * Semi-Aquatic: giant toads can hold their breath for 
  10 minutes.
  * Size +2: giant dragon toads weigh 500 pounds.
  norMAl
  Bufomi use these monstrous toads as guards in the 
  same way other races use dogs and as beasts of burden.
  Attributes: Agility d8, Smarts d4(A), Spirit d6, 
  Strength d10, Vigor d8
  Skills: Fighting d6, Notice d8, Stealth d8
  Pace: 6; Parry: 5; Toughness: 10
  Treasure: Meager, in lair.
  Special Abilities:
  * Bite: Str+d6.
  * Engulf: giant toads can swallow prey as large as Size 
  +1 whole. While engulfed, the target is at –4 to all 
  Trait rolls and damage. he suffers 2d6 damage per 
  round from powerful digestive juices. (Armor offers 
  no protection, except through the armor spell.)
  * Large: Attackers are +2 to attack rolls against the 
  toad, due to its size.
  * Semi-Aquatic: giant toads can hold their breath for 
  10 minutes.
  * Size +4: giant toads weigh over 2,000 pounds.
  * Tongue: Reach 3. The tongue is coated in sticky saliva. 
  If the toad scores a success on its Fighting roll it has 
  grappled its prey. unless the foe can escape before 
  the toad’s next action, it draws him into its mouth 
  and Engulfed. on a raise, the victim is grappled and 
  Engulfed in the same action.
  SpIt
  giant spit toads are considerably smaller than normal 
  giant toads. They lack the vast jaws and long tongue of 
  regular giant toads. They hunt by spitting toxic sticky 
  saliva at prey. The saliva hardens quickly, trapping the 
  unfortunate victim. unless they free themselves quickly, 
  spat on prey rapidly succumb to the paralysing venom.
  Attributes: Agility d6, Smarts d4(A), Spirit d6, Strength 
  d6, Vigor d8
  Skills: Fighting d6, Notice d8, Shooting d8, Stealth d8
  Pace: 6; Parry: 5; Toughness: 7
  Treasure: None.
  Special Abilities:
  * Bite: Str+d6.
  * Poison (+0): The spit toad’s saliva contains a neu-
  rotoxin that slowly paralyses its prey. At the start of 
  his turn, before he takes any action, a victim coated 
  in saliva must make a Vigor roll or suffer a level of 
  Fatigue, This can lead to death. one level of Fatigue 
  is recovered every 10 minutes once free of the spit.
  * Semi-Aquatic: giant toads can hold their breath for 
  10 minutes.
  * Size +1: giant spit toads weigh 300 pounds.
  * Spit: Spit toads launch balls of sticky saliva. This re-
  quires a Shooting roll and has Range 3/6/12. With suc-
  cess, targets of Size +1 or smaller are coated in the 
  slime, which hardens rapidly. Targets suffer a –2 pen-
  alty to Pace and skills linked to Agility and Strength. A 
  raise restrains the target fully. he cannot move or use 
  any skills linked to Agility or Strength. Each follow-
  ing round, the target may make a Strength or Agility 
  roll to break free. other characters may also attempt 
  to free the saliva-coated person by making a Strength 
  roll at –2.
  hellfroSt creAture guIde
  1
  
SOURCE: textdata/thevault/Triple Ace Games/Hellfrost/Savage Worlds - Hellfrost - Creature Guide - Bufomi.pdf