16 (frog armor, shield)
32 (5d8 + 10)
30 ft., swim 40 ft.
Perception +3, Survival +3
poison
poisoned
darkvision 60 ft.
Sylvan
2
The frog knight can breathe air and water.
The frog knight has advantage on attack rolls against a creature if at least one of the frog knight's allies is within 5 feet of that creature and the ally isn't incapacitated.
The frog knight's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
The frog knight makes two attacks.
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d8 + 2) or 5 (1d6 + 2) piercing damage.