D&D 5E Kuo Toa or Bullywugs? Who is more fun?

I've never run bullywugs. Other monsters got higher priority for making an appearance those relatively few times the PCs had occasion to go trompin' through the swamps.

Only ran kuo-toa once, but it was memorable for resulting in the death of a PC. The main party had founded a mercenary guild about 4 sessions earlier. For this session, two of the five players were missing so we decided to do a short adventure using some of their new recruits. They were hired by a poor old lady to find her missing husband, and their only lead was that one of the husband's old friends, who suffered from a mild case of schizophrenia, had been pestering him lately.

They confronted the madman and got him to reveal he had wandered into a watery cave system 10 miles outside of town, where he discovered a strange golden orb perched atop a rocky shrine in the middle of a small lake. He convinced the husband to help him retrieve it so they could sell it and be rich. Unfortunately, when they went to fetch the orb, they were beset upon by the kuo-toa. The husband was taken, but the madman escaped.

The party got directions to the caves and set to exploring. At the lake with the orb, the kuo-toa attacked and dragged one of them into the water with a hook staff. My system for handling drowning gave him 4-6 rounds to resurface before getting a lungful of water. He successfully broke out of the grapple multiple times, but each time he tried to move away, the kuo-toa got an opportunity attack that landed, resetting the grapple. Poor guy drowned.

The rest of the party survived and found the husband alive, being prepared as a sacrifice to their god. Between the husband's testimony and some good lore checks, the party was able to ascertain a few things. The orb was a mind control device created centuries ago by illithids to enslave the kuo-toa. The illithid had long ago vanished and left the orb and the fishmen behind, during which time the orb degraded and inflicted the madness upon them for which kuo-toa are classically known. That is, in my setting kuo-toa would normally be sane, but the orb made them otherwise. They had come to worship this orb as their god, and meant to sacrifice the husband to it. Owing to some weirdness in the metaphysics of my setting, the orb had acquired a small degree of sentience, and had actually reached out to the madman through dreams to lure him to it.

For their troubles, the PCs were awarded a trifling amount of gold by the grateful but poor husband and wife. They kept the orb, though, and conspired to make use of it, sell it as a curio, or smelt it down for the raw gold. We never really got back to addressing its existence, so it basically sat in their coffers for the remainder of the campaign. I had a long term goal to make it relevant again at a later stage in the campaign, but never found the opportunity I was looking for, alas.
 

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I swapped in bullywugs for the lizardfolk in my run thru of the Saltmarsh series.

Also, this is also the way they appear in my games:
http://dice-and-doubloons.blogspot.com/2014/11/gnolls-are-new-orc-or-monstrous.html


Bullywugs are the result of carelessness on the part of wizards and witches. When alchemical runoff from a wizard's laboratory pollutes a pond or swamp, occasionally the corruption gives rise to a tribe of bullywugs. These squat, amphibious humanoids arise when tadpoles mature in alchemical sludge instead of clean water. Somewhat tragically, bullywugs as a species are addicted to the alchemical waste they were born in, and as much as they strive to form an independent society of their own, they are quick to debase themselves in service to witches, wizards and other spellcasters if it means getting their "fix."

Between their consumption of toxic waste and their tendency towards inbreeding, mutations are common. The most frequently- observed of these mutations include a panoply of extraneous limbs, unusual size, and clusters of sac-like glands on the creature's back, capable of being contracted to spurt poisonous slime, sometimes with astonishing range and accuracy.
 


Apparently a crazy kuo-toa found a statue of a woman with the head and arms ripped off. He replaced the missing parts with lobster head and pincers.
Then he started to believe that was a deity. The rumour spreaded and every kuo-toa prayed to her. And according to d&d cosmos rules that's what you need to be (or create) a god. The same way when nobody pray you "die", in the way gods die (like orcus, myrkul or the drow deity of undeads).
That's how they created Blibdoolpoolp according to 5e. I know that she was there in 1e, but don't remember if the lore was the same.
Note: Blibdoolpoolp's doctrine is identical to Dagon's doctrine. And where no kuo toa had heard about her they worship Dagon.
 
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I have run them both and found that the bullybugs were more fun the run as I could play them as greedy and selfish bullys that tried to intimidate the PCs. The kuo-toa I was able to add more variants and scale them better, but they ended up more like another group like goblins or orcs. They were fanatical to their lords and demon god though.

The bullywug adventure involved rescuing prisoners from a tribe of bullywugs. There was a split in the tribe with some favoring the king and others leaning to the shaman who was a slaad that killed the shaman and was disguised as her. The slaad was trying to stir the tribe to war while the king was lazy and just wanted to stay in the swamp. I made a giant frog that could swallow medium-sized creatures.

The kuo-toa adventure involved them trying to release a demon that was kept prisoner in a tomb long sealed and forgotten. I was able to create a few more types of them like a juvenile, overlord, and a hive mother based on the Alien movies. There was some good terrain in the old dwarven mines, but it was not quite what I wanted. This was for 10th level PCs where the bullywugs were for level 5.
 

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