Swamp Soldier Pack - Dnd, TTRPG miniature
Print Profile(2)


Description

This is the Thumbspawn Warband — an amphibious tribe of toadfolk bred in corrupted spawning pools. Primitive weapons, oversized hands, and unnerving coordination. They’re stronger than they look. Smarter too. Especially the one with the bone bell.
They're not just swamp monsters. They're a culture of survivalists shaped by filth, famine, and forgotten rituals. Play them like dumb brutes, and your party will bleed for it.

These models invite misreading — and that’s their strength. Players see goofy grins and stubby limbs, and they underestimate them. Use that. Build encounters that punish overconfidence. These aren't comic relief — they're a reminder that the swamp doesn’t care how strong you are. If you slip, you sink.
- The Bell Croaks at Dusk — Their priest rings a strange totem bell. The sound causes unnatural stillness. At first, just birds. Then spells. Then breath.
- Slop-Tongue’s Toll — A Thumbspawn tribe blocks a ford. They demand a “gift of meat” for safe passage. You give it… but then they want more.
- Spawn Cycle Disrupted — A magical item cursed their waters. Their young are twisted, dying. The tribe blames you.
- Catchers of the Drowned — They collect the bodies that fall into the swamp. Not to eat. To bury. But now the spirits are angry — and the tribe wants help
. - The Whispering One — A rogue Thumbspawn has learned to mimic humanoid speech. It uses this to lure travelers off-road. It doesn’t eat them. It studies them.
- Bogsmoke Offerings — Their fungus-hallucinogen ritual creates shared visions. The Thumbspawn use this to negotiate… or trap.
3 Moments to Avoid — Practical Table Wisdom:
- Don’t run them as a joke — Lean into the uncanny. Their eyes linger too long. Their silence is full of intent.
- Avoid symmetry in tactics — These aren’t “just” soldiers. Think traps, baiting, swarming, sudden dives.
- Don’t skimp on swamp effects — Give the terrain teeth. Slow movement, suction mud, rot fumes. They move fine. Your players won’t.

- Nature (DC 10 / 15 / 20):
- DC 10: Amphibious. Cold-blooded. Night hunters.
- DC 15: Tribal social structure — elder-led, spiritually bound.
- DC 20: Their spawn cycle is lunar-tied. Disrupt that, and they lose cohesion.
- Medicine (DC 12 / 16 / 20):
- DC 12: They carry natural toxins on skin and weapon.
- DC 16: One is diseased — but it’s not contagious. It’s sacred.
- DC 20: Their organs are asymmetrical — vulnerable to sonic damage.
- Arcana (DC 13 / 17 / 21):
- DC 13: That priest's staff isn’t just ceremonial. It channels something… older.
- DC 17: Their “songs” warp minor divination. Scrambles Sending and Detect Thoughts.
- DC 21: Their spawning pool sits on a planar bleed — not of this world.

2 print profiles.
One for 0.4 nozzle - One for 0.2 nozzle
The miniatures in the pictures were printed with the 0.4 nozzle.
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