Armor Class
13
Natural
Hit Points
26
(3d10 + 6)
Speed
20 ft., Swim 40 ft.
STR
16
(+3)
DEX
13
(+1)
CON
14
(+2)
INT
6
(-2)
WIS
10
(+0)
CHA
8
(-1)
Saving Throws
CON +4
Senses
Darkvision 30 ft., Passive Perception 10
Languages
--
Challenge
1 (200 XP)
Proficiency Bonus
+2
Traits
Amphibious. Artemus can breathe air and water.
Standing Leap. Artemus's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 3) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the toad can't bite another target.
Crunch. 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 target takes 10 (2d6+3) piercing damage at the start of each of Artemus' turns.
Comments