TEXT:  
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
  AMAZING ANCESTRIES: THE MOGOGOL 
  (2
  ND EDITION REMARKABLE RACES) 
  A New Player Character Race for use with the 2nd Edition Pathfinder® Roleplaying Game 
   
  !
  Author 
  Emily Ember Kubisz 
   
  Interior Illustrators 
  Tommaso Galmacci 
  Gary Dupuis 
  Eugene Jaworski 
  Yuezhong Chen 
    
  Cover Artist 
  Tommaso Galmacci   
   
   
  Editors 
  Steven O'Neal 
  Paul Klein 
   
  Layout & Design 
  Tim Adams 
   
  Special Thanks to: 
  Jean & Magnus Kubisz 
  Jim Clunie 
  Team Draconis 
   
  !
  ALP-AA2E5 
  MOGOGOL, REMARKABLE RACES, AMAZING ANCESTRIES © 2009-2019 Alluria Publishing. All rights reserved. 
   
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  are trademarks of Paizo Inc. The Pathfinder-Icons font is © 2019 Paizo Inc. These trademarks and copyrighted works are used 
  under the Pathfinder Second Edition Compatibility License. See paizo.com/pathfinder/compatibility for more information on this 
  license. 
   
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. 
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-
  MacFarland, and Mark Seifter. 
  Pathfinder Second Edition Bestiary © 2019, Paizo Inc. 
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  learn more about Pathfinder. 
   
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  1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), 
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       The mogogols began as a small family 
  of boggards (frog people) about two and a 
  half centuries ago. Normally, boggards 
  are selfish and evil, but this clan was 
  inexplicably doomed with a positive and 
  altruistic outlook on life. What first 
  drove these frog-men from their swampy 
  homes, eventually led to their salvation. 
  The mogogol family grew in number and 
  became well-known seafarers. They 
  specialized in transporting cargo and in 
  fishing; neither of which they excelled at. 
  Regardless, their honest nature 
  (combined with their naively cheap fees) 
  made them popular among the other 
  races. During a time of intense flooding, 
  many other frog-like people called to the 
  mogogol ships for help, and eventually 
  intermingled, providing unnatural genetic 
  diversity in the species. It would seem 
  that in addition to their aberrant 
  attitudes, the mogogols also carried the 
  genes of a common ancestor of all frog-
  folk, allowing them successful offspring 
  with otherwise very different species. 
  The curse of altruism, however, was 
  never diluted. All progeny of a mogogol, 
  are always and unmistakably mogogols.  
      Recently, mogogols are in the midst of 
  a population explosion. Roughly four 
  generations after intermingling with other 
  frog-folk, five distinct heritages have 
  arose, each spanning large areas of the 
  globe. Mogogols are everywhere, much 
  to the chagrin of other frog-folk who see 
  the success of the mogogol as a bad omen 
  for the survival of their own species. 
   
  
   
   
   
   
   
   
   
  MOGOGOL 
  Some speculate that the mogogol ancestors strayed too close to chaos magic, or that the eggs were 
  hatched in brambleberry wine. Whatever the cause, the mogogols think differently than the average 
  PC ancestry. All mogogols seem to have an impeccable sense of right and wrong, and are compelled to 
  avoid the wrong. Their warped altruistic nature leads them away from the dismal swamps and into 
  civilized areas. 
  ______________________________________________           ______________________________________________ 
  Mogogols, being eternally open-minded optimists, 
  find no problems with any creature that honors the 
  ways of good. However, even evil entities are not 
  shown prejudice, and a mogogol will work hard to 
  convert these beings to their side. 
  If you want to play a character who is impeccably 
  good, has a positive attitude, is 
  extremely 
  frog-like, and is really 
  good at 
  jumping, then the 
  mogogol is 
  right for you. 
   
  YOU MIGHT… 
  • 
  Have a strong aversion to 
  evil of all varieties. 
  • 
  Be subject to strong 
  obsessions or manias. 
  • 
  Love hanging out in the 
  swamp. 
   
  OTHERS PROBABLY… 
  • 
  Might assume you are evil 
  because of your similarity to 
  boggards. 
  • 
  May think you are naïve. 
  • 
  Will appreciate your positive 
  attitude and 
  trustworthiness.  
   
  PHYSICAL DESCRIPTION 
      Mogogols are essentially 
  overgrown frogs that 
  managed to learn to speak, 
  walk upright, and wear 
  clothes. It is immediately 
  apparent to anyone visiting a 
  mogogol village that there 
  really is no standard look for a 
  mogogol, except that they are 
  frog-like. The clan has amazing 
  physical diversity, which has proven 
  an enigma to sages who study the mogogols. A 
  mogogol’s form can be patterned after tree frogs, 
  toads, bullfrogs, and can have just about any sort of 
  coloring, spots, stripes, bumps, or superficial 
  differences that make each individual a little different 
  from the other.   
       Mogogols also differ in size greatly when compared 
  with most other ancestries. This is likely due to their 
  ancestral mingling with a plethora of humanoid frog 
  species, some of which that were Small-sized. 
  Mogogols have no prejudice related to height, and 
  treat all members equally. About seven out of every 
  ten mogogols grow to be Medium-sized. Players 
  choose the size of their character at the time of 
  creation. 
       Despite their prolific variety, mogogols do 
  have a few things in common. All mogogols 
  have three fingers and one thumb on each 
  hand. They have extremely muscular legs, 
  which aid in swimming and jumping. 
  And, of course, they all 
  look like frogs. 
   
  SOCIETY 
        Male and female 
  mogogols are virtually 
  identical in appearance, 
  and gender has little meaning 
  for the species. Additionally, if 
  the population has a shortage on 
  one gender, the older members of 
  the tribe automatically transform into 
  the gender that is needed. The 
  reproductive system of the mogogol 
  is highly adaptive. Occasionally, 
  mogogols will be born with no 
  reproductive facilities at all (and 
  therefore no gender.) This is a 
  permanent condition.  
       Mogogols hatch from eggs 
  the size of golf balls. These 
  eggs are soft and have a jelly-
  like consistency, and must 
  stay underwater to remain 
  viable. Mogogols start out as larger— though normal 
  looking— tadpoles, and are unable to breathe air or 
  move on land until they are 3 years old. They tend to 
  reach old age at about 45, aging a bit quicker than 
  humans. 
  
   
   
   
   
   
   
   
  Hit Points 
  8 
   
  Size 
  Medium or Small 
   
  Speed 
  30 feet 
   
  Ability Boosts 
  Constitution 
  Charisma 
  Free 
   
  Ability Flaw 
  Intelligence 
   
  Languages 
  Common 
  Boggard 
  Additional languages equal 
  to your Intelligence modifier 
  (if it’s positive). Choose 
  from Draconic, Dwarven, 
  Goblin, Gnomish, Halfling, 
  and any other languages to 
  which you have access (such 
  as the tongues common  in 
  your region). 
   
  Traits 
  Mogogol 
  Humanoid 
   
  Low-Light Vision 
  You can see in dim light as 
  though it were bright light, 
  so you ignore the concealed 
  condition due to dim light. 
   
  Natural Jumper 
  You gain a +1 circumstance 
  bonus to Athletics checks to 
  High Jump and Long Jump. 
  When you roll a success at 
  one of these Athletics 
  checks, you get a critical 
  success instead. 
  Mogogols are prone to wild obsessions that they tend to pursue their entire 
  lives. A young mogogol who becomes fascinated with ships, for example, is very 
  likely to devote his entire life to them, becoming a ship builder or captain. It is 
  hard to predict exactly what will catch a mogogol's eye, but when it does, little 
  can be done to steer the creature away from the new obsession. 
   
  ALIGNMENT & RELIGION 
        Mogogols can only be of good alignment, but are found ranging from 
  wildly chaotic to strictly lawful. A mogogol’s alignment is largely dependent 
  on his obsession.  
         When playing a mogogol, one must remember that they are indelibly good 
  and optimistic. It’s not a choice, it’s a virtual curse. A particularly downtrodden 
  mogogol will still seem upbeat, though his mania may be particularly acute at 
  this time as well. Performing an evil act makes a mogogol physically ill, and they 
  learn early to avoid it if at all possible. 
        Mogogols are fond of all good deities, especially those that favor water in 
  some way. Many mogogols are drawn to the champion and cleric classes, and 
  thrive on fanatical devotion. 
   
  NAMES  
        Mogogols have three important naming practices. The first, and most 
  confusing tradition, is that all mogogols are named Mogogol.  The second, whose 
  name is probably a corruption of the word “epitaph” (and an unfortunate one at 
  that), is the ever-so-common “epitab”. An epitab, as the mogogols describe it, are 
  words that people tack onto the end of your name. So one would know one 
  mogogol from another by calling one “Mogogol with the green spots” or 
  “Mogogol who broke his leg”. The epitab carries with it no honor, and its use 
  generally denotes a mogogol who has not yet succeeded at anything worthwhile.  
  All of the noteworthy mogogols have a title, which to the race, just means that 
  someone decided to tack on a noteworthy prefix to their name rather than a 
  suffix. Nearly all mogogols are guaranteed the title of Father or Mother if they 
  have children, and Grandfather or Grandmother if they live to see their children 
  have children. But the more prestigious titles are ones earned from another race. 
  Among the most memorable of these are Captain Mogogol, Friar Mogogol, 
  Doctor Mogogol, and Dread Pirate Mogogol. Generally mogogols make no 
  distinction between male and female (in fact, the title of Father and Mother is 
  often awarded incorrectly). 
   
  MOGOGOL HERITAGES 
  While all mogogols are a hodgepodge of frog-folk heritages, some family 
  lines have a dominant bloodline that exhibits certain unique traits. Choose 
  one of the following mogogol heritages at 1st level. 
   
  ARBOREAL MOGOGOL  
  Your bloodline includes a rather strong strain of arboreal frog-folk.  When 
  climbing trees, vines, and other foliage, you gain a Climb Speed equal to your 
  Speed. In addition, you can Hide in forest or jungle environments even if you do 
  not have cover. 
   
  JUNGLE MOGOGOL 
   Somewhere in your recent ancestry includes a race of jungle dwelling frog-folk 
  that exude poisonous slime from their skin. Whenever a creature succeeds at an 
  unarmed or natural attack against you, that creature must succeed at a Fortitude 
  save or take 1 persistent poison damage. The DC for this save is equal to your 
  class DC.  
  
   
   
   
   
   
   
   
  MARINE MOGOGOL 
  You come from a line of particularly aquatic frog-folk. 
  You gain the Natural Swimmer feat as a bonus ancestry 
  feat at first level. You also gain the amphibious trait. An 
  amphibious creature can breathe in water and in air, 
  even outside of its preferred environment, usually 
  indefinitely but at least for hours. Your bludgeoning and 
  slashing unarmed Strikes don’t take the usual –2 penalty 
  for being underwater. 
   
  ROCKLAND MOGOGOL  
  Those of the rockland ancestry have dryer and bumpier 
  skin than other mogogol heritages. Your "warts" exude a 
  terrible tasting substance when struck. Whenever a 
  creature succeeds at jaws attack against you, that 
  creature must succeed at a Fortitude save or become 
  sickened 1 until the end of its turn. The DC for this save 
  is equal to your class DC.  
       In addition, you are made for falling down steep, 
  rocky slopes. You gain damage resistance equal to your 
  level against damage from falling. 
   
  SWAMP MOGOGOL  
  The swamp mogogol is the most common mogogol 
  heritage and boasts the strongest relations to the 
  boggards. Like boggards, you ignore difficult terrain 
  caused by swamp terrain features. If you choose  Tongue 
  Grab as an ancestry feat at first level, you gain Terrifying 
  Croak an additional bonus feat.  
   
  ANCESTRY  FEATS                                        
  At 1st level, you gain one ancestry feat, and you gain 
  an additional ancestry feat every 4 levels thereafter (at 
  5th, 9th, 13th, and 17th level). As a mogogol, you select 
  from among the following ancestry feats. 
   
   1ST LEVEL 
   
  DEEP BREATH                                                         FEAT 1 
  MOGOGOL 
  You have trained yourself to tap into your amphibious 
  nature to hold your breath for a very long time. You 
  can hold your breath for a number of minutes equal to 
  your Constitution score. 
   
  EXCESSIVE SLIME                                                 FEAT 1 
  MOGOGOL 
  You have trained yourself to produce an exorbitant 
  amount of skin mucus on demand. As a result, you 
  gain a circumstance bonus to Acrobatics checks to Escape 
  or to Squeeze that is equal to half your level  
  (minimum +1). 
   
  NATURAL JUMPER                                                FEAT 1 
  MOGOGOL 
  You are naturally skilled at jumping Your Leap 
  distance increases by your level in feet when you jump 
  horizontally and by half your level in feet (minimum 1 
  foot) when you jump vertically. 
   
  NATURAL SWIMMER                                           FEAT 1 
  MOGOGOL 
  You have learned to swim like your ancestors. You 
  gain a swim Speed equal to your Speed. 
   
  TERRIFYING CROAK                                       FEAT 1 
  MOGOGOL 
  AUDITORY 
  EMOTION 
  FEAR 
  MENTAL 
  You have trained yourself to emulate the boggard’s 
  terrifying croak. Any non-mogogol, non-boggard 
  within 30 feet becomes frightened 1 unless they 
  succeed at a Will save; those who critically succeed are 
  temporarily immune for 1 minute. The DC for this save 
  is equal to your class DC.  
   
  TONGUE GRAB                                         FEAT 1 
  MOGOGOL 
  You gain a tongue unarmed attack with a reach of 10 
  feet. If you hit a creature with your tongue, that 
  creature becomes grabbed. Unlike with a normal grab, 
  the creature isn’t immobilized, but it can’t move 
  beyond the reach of your tongue. A creature can sever 
  your tongue by hitting AC 12 and dealing at least 2 
  slashing damage (both the AC and the damage needed 
  to sever is adjusted by your Constitution bonus, if 
  any). Though this doesn’t deal any damage to you, it 
  prevents you from using your tongue grab until you 
  regrow your tongue, which takes a week.  
  
   
   
   
   
   
   
  MOGOGOL ADVENTURERS 
  Mogogols are found in just 
  about any class. They truly 
  excel at divine magic, where 
  their fanatical obsession and 
  good nature makes them the 
  perfect servants of goodly 
  deities. Their manias drive 
  them in unpredictable 
  directions, and it is not 
  uncommon to meet a 
  mogogol who is not 
  physically or mentally well-
  suited for his class; the 
  wizard with a low 
  intelligence, the warrior 
  weakling, and the clumsy 
  rogue are just a few 
  examples. Still, they usually 
  manage to overcome these 
  shortcomings with a 
  positive attitude and 
  uncanny perseverance.  
   5TH  LEVEL 
   
  DESTRUCTIVE CROAK                                                                           FEAT 5 
  MOGOGOL 
  SONIC 
  Prerequisites Terrifying Croak 
  Frequency Once every 1d4 rounds 
  You have mastered the art of the croak. You utter a powerful croak that deals 
  4d6 sonic damage to any non-mogogol, non-boggard within a 15-foot 
  emanation (basic Fortitude save with a DC equal to your class DC); any 
  creature with the frightened condition takes additional sonic damage equal to 
  twice the value of their frightened condition. 
   
  DROWNING DRONE                                                                                  FEAT 5 
  MOGOGOL 
  AUDITORY 
  MENTAL 
  Prerequisites Terrifying Croak 
  Trigger You or one of your allies within 60 feet attempts a saving throw 
  against an auditory or sonic effect.  
  Effect You release a croak that drowns out other sound. You roll a 
  Performance check. You and allies in the area can use the higher result of 
  your Performance check or their saves to resolve the effects against the 
  auditory or sonic effect. 
   
  MYSTICAL JUMP                                                                                               FEAT 5 
  MOGOGOL 
  Prerequisites Natural Jumper 
  Frequency Once per day per level 
  You can cast the jump spell as a first level primal innate spell a number of 
  times per day equal to your level. 
   
   9TH  LEVEL 
   
  BOUNDING STRIDE                                                                                       FEAT 9 
  MOGOGOL 
  Prerequisites Natural Jumper 
  You can leap around with ease. As long as your speed is at least 20 feet, you 
  can Step 10 feet instead of 5 feet. 
   
   13TH LEVEL 
   
  PACIFYING CROAK                                                                             FEAT 13 
  MOGOGOL 
  AUDITORY 
  EMOTION 
  MENTAL 
  Prerequisites Terrifying Croak 
  You can unleash a mystical croak that charms nearby frog-folk. Any 
  boggard’s attitude (or, at the discretion of the Game Master, any  
  frog-like humanoid's attitude) within 30 feet becomes friendly  
  toward you unless they succeed at a Will save; those who  
  critically succeed are temporarily immune for 1 minute.  
  If it was already friendly, it becomes helpful. Affected  
  frog-folk can’t use hostile actions against you.  
  The DC for this save is equal to your class DC.  
  The effect last's 24 hours. 
   
  
   
   
   
   
   
   
   
   
   
   
  The soft spot that mogogols have for stray amphibians is well known. 
  Consequently, it is no big surprise they have collected and 
  domesticated a menagerie of frogs and toads to serve as both 
  companions and mounts. While most other races prefer the company 
  of a furry dog or sleek stallion on their journeys, mogogols take 
  comfort in their version of man’s best friend: a slimy, googly, high 
  jumping, fly-eating frog. Below are a few examples of the standard, 
  steadfast pals a mogogol might bring along for the ride. Non-
  mogogols occasionally befriend a few of these creatures as well. 
   
  BATTLE TOAD 
  Battle toads are tenacious, 4-foot wide toads, with stubborn attitudes and 
  vicious demeanors. They look very much like regular, albeit largish, toads 
  with red, gray or brown warty skin. Mogogols often keep them on a collar and 
  leash. Their warty skin exudes a mild irritant that prevents them from 
  making effective mounts. 
  Size Medium  
  Melee  jaws (agile), Damage 1d6 bludgeoning 
  Str +3, Dex +2, Con +2, Int –4, Wis +1, Cha +0 
  Hit Points 8 
  Skill Survival 
  Senses low-light vision 
  Speed 40 feet 
  Support Benefit The battle toad spits poison at your foes’ eyes 
  when you create an opening. Until the start of your next turn, 
  your Strikes that damage a creature that your toad threatens 
  also deal 1d4 persistent poison damage, and the target is 
  dazzled until it removes the poison damage. If your toad is 
  nimble or savage, the persistent poison damage increases to 2d4. 
  Advanced Maneuver Hop 
  HOP  The battle toad Strides twice at a +10-foot circumstance 
  bonus to Speed. 
   
   
   
   
   PIDGEON TOAD 
  A curiosity of the marsh, the bat-winged pigeon toad was so-named more for 
  humor than for accuracy. These ivory-skinned nocturnal frogs are known to 
  swarm over ponds and streams in search of flying insects. Mogogols will 
  often keep these creatures in bird cages…both for entertainment and for bug 
  control. 
  Size Small 
  Melee  jaws (finesse), Damage 1d6 bludgeoning 
  Melee  tongue (agile, finesse, reach 10 feet), Damage 1d4 
  bludgeoning 
  Str +2, Dex +3, Con +1, Int –4, Wis +2, Cha +0 
  Hit Points 4 
  Skill Stealth 
  Senses low-light vision 
  Speed 10 feet, fly 60 feet 
  Support Benefit Your toad flutters around your foe’s position, 
  obscuring vision and battering him with wind. Until the start of 
  your next turn, if you hit and deal damage to a creature that 
  your toad threatens, the target becomes flat-footed until the end 
  of your next turn. 
  Advanced Maneuver Tongue Grab 
  Tongue Grab  Trigger The pigeon toad hits a creature with its 
  tongue attack. Effect That creature becomes grabbed by the 
  toad. Unlike with a normal grab, the creature isn’t immobilized, 
  but it can’t move beyond the reach of the toad’s tongue. A 
  creature can sever the tongue by hitting AC 13 and dealing at 
  least 2 slashing damage. Though this doesn’t deal any damage 
  to the toad, it prevents it from using its tongue Grab until it 
  regrows its tongue, which takes a week. 
   
  PURPLE PEEPERS 
  Purple peepers are housecat-sized tree frogs who chirp like birds when happy 
  or excited. Aside from providing moral support (which they do about as well 
  as you expect a frog might) they tend to be fairly useless, except for making a 
  lot of noise while their master is in danger. 
  Size Small 
  Melee  jaws (finesse), Damage 1d3 
  bludgeoning 
  Piercing Peep  (sonic) The peeper utters a 
  powerful screech directed at a single foe within 
  5 feet that deals 1d4 sonic damage (no save, no 
  attack roll).  
  Str +2, Dex +3, Con +1, Int –4, Wis +2, Cha +0 
  Hit Points 4 
  Skill Survival 
  Senses low-light vision 
  Speed 35 feet, climb 35 feet 
  Support Benefit The peeper  can direct the 
  sound of its incessant chirping into any 
  adjacent square. Until the start of your next 
  turn, any creature your peeper frog threatens 
  has the deafened condition. 
  Advanced Maneuver Cacophonous Chirp 
  Cacophonous Chirp (sonic) The peeper 
  utters a powerful chirp that deals 3d6 sonic 
  damage to everyone within a 15-foot 
  emanation (DC 17 basic Fortitude save). The 
  peeper can’t use Cacophonous Chirp again for 
  1d4 rounds. 
   
  
   
   
   
   
   
   
   
   
  SIR MOGOGOL 
  While Sir Mogogol fancies himself an accomplished “Champion of 
  Nature” and often refers to himself as a paladin, he is actually a 
  skillful druid. His “full plate” is made of leather, and his sword is 
  wooden, and wielded like a staff.    
   
  SIR MOGOGOL                                         CREATURE  3 
  NG 
  MEDIUM 
  HUMANOID 
  MOGOGOL 
  Perception +11; low-light vision 
  Languages Common, Boggard, Druidic 
  Skills Athletics +11, Medicine +9, Nature +11, Stealth 
  +8, Survival +9 
  Str +4, Dex +1, Con +0, Int +0, Wis +4, Cha +2 
  Items leather armor, wooden sword (staff),  wooden 
  shield (Hardness 3, HP 12, BT 6) 
  AC 19; Fort +7, Ref +8, Will  +11 
  HP 45 ; Resistances falling 4 
  Distasteful Warts   Trigger A creature succeeds at jaws 
  attack against the mogogol. Effect That creature must 
  succeed at a Fortitude save (DC 21) or become 
  sickened 1 until the end of its turn. 
  Shield Block  
  Speed 30 feet 
  Melee  staff +11 (two-
  hand  d8), Damage 
  1d4+4 bludgeoning 
  Primal  Prepared  
  Spells  DC  21,  
  attack   +11; 
  2nd acid arrow, 
  entangle,  1st hydraulic 
  push,  jump, shillelagh;  
  Cantrips (2nd) acid splash, 
  dancing lights, read aura, 
  tanglefoot 
   
  Sir Mogogol is aided by a Battle 
  Woggart. 
  BATTLE WOGGART 
  Woggarts are giant domesticated frogs. In appearance, they 
  seem to be little more than extremely overgrown bullfrogs. 
  To a mogogol, they make fine mounts. One down side to 
  woggarts is that although they only eat once a week, they eat 
  huge amounts, and they prefer meat. The battle woggart is a 
  brawny variety of woggart—with dark green skin, white 
  stripes, and fierce red eyes. Battle woggarts have no trouble 
  fighting if provoked or encouraged by an able rider. 
   
  BATTLE WOGGART                                 CREATURE  2 
  N 
  LARGE 
  ANIMAL 
  Perception +7; low-light vision 
  Skills Athletics +8, Stealth +7 (+11 in water) 
  Str +4, Dex +1, Con +3, Int –5, Wis +1, Cha –4  
  AC 18; Fort +9, Ref +7, Will +5 
  HP 30 
  Speed 30 feet, swim 35 feet 
  Melee  jaws +10, Damage 1d10+4 piercing  
  Melee  tongue +10 (reach 10 feet), Effect tongue 
  grab 
  Deep Breath The battle woggart can hold its breath for 
  about 2 hours.  
  Tongue Grab If the battle woggart hits a creature with 
  its tongue, that creature becomes grabbed by the 
  frog. Unlike with a normal grab, the creature isn’t 
  immobilized, but it can’t 
  move beyond the reach 
  of the frog’s tongue. A 
  creature can sever 
  the tongue by hitting 
  AC 15 and dealing 
  at least 5 
  slashing 
  damage. 
  Though this 
  doesn’t deal 
  any 
  damage to 
  the frog, it 
  prevents it 
  from 
  using its 
  tongue 
  Grab 
  until it 
  regrows 
  its 
  tongue. 
   
   
  
   
   
   
   
   
   
   
  MOGOGOLS IN YOUR GAME 
       The mogogols in this document are 
  presented as a fairly new ancestry to the 
  world. However, boggards (perhaps 
  known by a different common name in 
  your campaign world), the mogogol 
  ancestor, as well as other frog-like races 
  are rumored to have existed for eons. If 
  such is the case in your campaign setting, 
  the mogogol ancestry requires almost no 
  adjustment to your world to begin play 
  immediately.  Because they do have a 
  lineage that they can trace, mogogols do 
  not lack tradition, language, and history 
  common to other PC ancestries. 
        However, if your campaign setting 
  does not allow for an ancient bloodline of 
  frog people that the mogogols could have 
  descended from, then there are other 
  possibilities that can be explored to bring 
  the mogogols in. Perhaps they are from a 
  different world or plane—trapped in this 
  new and alien world. Maybe mogogols 
  are the result of a mad experiment gone 
  wrong—an attempt to make kindly 
  helpers out of common frogs. Lastly, 
  mogogols may have always been around, 
  but in very small numbers and easily 
  overlooked. 
        Whatever the case, the mogogol will 
  make a welcome addition to any game as 
  the only amphibian member of the 
  adventuring party, an unusual option for 
  the player who likes frogs, a challenge for 
  the player who has played everything, or 
  just a good match for those that could use 
  a little more motivation to be a hero type. 
   
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SOURCE: textdata/thevault/Pathfinder/2nd Edition/3rd Party/Alluria Publishing/AA2E5 Amazing Ancestries - The Mogogol.pdf