Medium fiend, any evil alignment
Armor Class 17
Hit Points 90 (6d10 + 4)
Speed 30 ft.
16 (+3)
11 (+0)
16 (+3)
10 (+0)
12 (+1)
10 (+0)
Saving Throws STR +5, CON +5, CHA +2
Senses Darkvision, Truesight, Passive Perception 12
Languages Abyssal, Common
Challenge 2 (450 XP)

Amphibious. The toad can breathe air and water.

Standing Leap. The toad's long jump is up to 60 feet and its high jump is up to 30 feet, with or without a running start.


Claw Attack. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 4 (1d4 + 2) slashing damage.  Each target must make a CON save (DC 10) or take 6 (2d6) poison damage

Tongue GrabMelee Weapon Attack: +6 to hit, reach 10 ft., one target. Target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the toad can't grab another target. 

Swallow. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 6 (2d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Siphon Life. Reach 60ft. Target must succeed WIS save (DC 15) or take 8 (3d4 + 2) psychic damage, half of which on a successful saving throw. Creature regains hit points equal to half the amount of psychic damage dealt. (Recharge 5-6)

Summon Devil (1/Day). 3 Imps appear in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. Imps remain for 1 minute, until the summoner dies, or until the summoner dismisses it as an action.

Environment: CoastalSwamp



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