15 (studded leather armor)
78 (12d8+24)
walk 30 ft.
Dex +6, Int +4
Acrobatics +6, Deception +3, Perception +3, Stealth +9
poison
Thieves' cant plus any two languages, Bullywug
8
During its first turn, Torbit has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Torbit scores against a surprised creature is a critical hit.
If Torbit is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Torbit instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Torbit deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Torbit that isn't incapacitated and Torbit doesn't have disadvantage on the attack roll.
Torbit can breathe air and water.
Torbit has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
Torbit's long jump is up to 20 feet and their high jump is up to 10 feet, with or without a running start.
Torbit makes two shortsword attacks.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.