Here's a new creature for your old-school game. I used the Labyrinth Lord stat block for the information, but it should be usable for any old-school game.
No. Enc.: 2d6 (5d6)
Movement: 100’ (80’)
Hopping: 120’ (90’)
Swimming: 120’ (90’)
Armor Class: 7
Hit Dice: 3
Attacks: 3 (claw, claw, weapon, see below)
Damage: 1d4/1d4/by weapon
Save: CL 3
Hoard Class: IV (XXI)
-Tsathwogs are amphibian like humanoids that live in villages found in swampy, marsh like regions. They communicate using a crude, croaking based language that sounds not unlike that of common amphibians. Tsathwog’s are never found alone. All community activities, including mating and sleeping, are completed in group settings. Tsathwog’s are wary of outsiders and will typically stay hidden when strangers approach their village—using their croaking language to fool the adventurer into thinking they are normal frogs. Tsathwog’s emit a hallucinogenic toxin that can cause most creatures to lose all sense of reality (characters must make a saving throw against poison). Tsathwog’s will typically use their toxin to coat their claws and weapons in battle. Tsathwog’s are notable in that they will consume human flesh and have been known to hunt humans for use in sacrifices to their giant, maddening frog god.
Tsathwogs generally use clubs, darts, or spears as weapons.
Tsathwog toxin may be harvested from dead Tsathwogs.
The effects of a Tsathwog’s toxin can cause a range of effects. These effects are left primarily to the referee’s discretion, but a chart may be used for quick reference:
1-2 Target sees visions of 4-32 normal frogs that will follow him around
for 1d6+3 hours.
3-4 Target imagines himself to be stuck in a sort of primordial ooze. Should be treated the same as a Hold Person spell.
5-6 Target sees visions of the Tsathwog god. Target will make every attempt to flee and will not return for 1d6+1 rounds.
7-8 Target goes temporally insane and attacks self or anything in close proximity for 1d6 rounds.
Please feel free to comment.