Amphibious. The urchin toad can breathe air and water.
Jump Spark. The urchin toad has a 50 percent chance of emitting tiny sparks in a 5ft radius whenever it takes damage or when landing after a long jump. Roll 1d4 after taking a long jump or damage. On odd numbers, the toad emits sparks in a 5ft radius. The sparks ignite flammable objects in the area that aren't being worn or carried.
Standing Leap. The urchin toad's long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start.
Tar Pit. When standing still and feeling threatened, the urchin toad produces a sticky tar-like substance covering the area immediately around it. If the urchin toad stands still for 10 minutes, the tar pools into a 10ft wide puddle. The area of the puddle is difficult terrain and the tar is slightly acidic. Any creature touching the tar takes 1d4 acid damage per turn. If lit, the substance burns for 5 (2d4) rounds and deals 5 fire damage to any creature that enters that area or ends its turn in that area.
Extremely High-Pitched Squeak (Recharge 6). Each non-undead creature within 30 feet of the urchin toad that can hear it must succeed on a DC 4 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Description
Originating from a distant mountainous island known as the Grand Matron, the Urchin Toad (known by locals as bog frogs) are commonly found at the swampy base of the mountain the island is named for. While small and mostly harmless, the urchin toad must be handled with extreme caution since its peculiar defense mechanism can easily lead to a blazing inferno.
Source- "Tar Toad"- The Fluffy Folio
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