monster Dire Toad

Dire
Toad

Generally
shy and nonaggressive amphibians that are not usually dangerous to humanoids

From
ORC Wiki























Dire
Toad
Medium-Size animal
Hit Dice 4d8+8
(26 hp)
Initiative 2
Speed 30 ft.
AC 15 (+2
Dexterity, +3 natural), touch 12, flat-footed 13
Attacks Bite
+5 melee, or tongue +5 ranged
Damage Bite
1d4 plus poison, tongue — Claw 1d4+1, bite 1d6
Face/Reach 5 ft.
/5 ft.
Special Attacks Poison
Special Qualities Low-Light
Vision
Saves Fort
+6, Ref +6, Will +6
Abilities Strength
10, Dexterity 14, Constitution 15, Intelligence 2, Wisdom 15, Charisma 7
Skills Hide
+8, Jump +10, Listen
+ 7, Spot +8
Feats Alertness,
Weapon Finesse
Climate/Terrain Temperate
and warm land, aquatic, and underground
Organization Solitary
or swarm (10-100)
Challenge Rating 3
Treasure None
Alignment Always
neutral
Advancement 5-6
HD (Medium-size); 7-10 HD (Large)
Level Adjustment

Dire animals are larger,
tougher, and meaner versions of normal animals. They tend to have a feral,
prehistoric look.

These amphibians are
generally shy and non-aggressive. They usually aren’t dangerous to humanoids.

COMBAT

Dire animals are fierce
fighters that prefer melee Combat. They are territorial, attacking anything
that enters their territory or threatens their lairs.

Though dire toads are
not prone to fighting, they do bite if disturbed. A dire toad’s tongue
attack has a range of 10 feet with no range increment.

Saving Throws: A
dire animal has all good saves.

Poison (Ex): A
dire toad delivers its poison (Fortitude save DC 14) with each successful
bite attack. The initial and secondary damage is the same (1d6 points of Constitution damage).

Improved Grab (Ex): If a dire toad hits an opponent that is at least one size category smaller
than itself with a bite attack or a tongue attack, it deals normal damage
and attempts to start a grapple as a free action without provoking an attack
of opportunity (grapple bonus +3). If it gets a hold, it can try to swallow
the opponent. Alternatively, the dire toad has the option to conduct the grapple
normally, or simply use its jaws to hold the opponent (-20 penalty on grapple
check, but the dire toad is not considered grappled). In either case, each
successful grapple check it makes during successive rounds automatically deals
bite damage.

Swallow Whole (Ex): A dire toad can swallow a grabbed opponent that is at least one size category
smaller than itself by making a successful grapple check (grapple bonus +3).
Once inside the toad, the opponent takes 1d6 points of bludgeoning damage
plus 1d4 points of acid damage per round from the dire toad’s stomach.
A successful grapple check allows the swallowed creature to Climb out of the
stomach and return to the toad’s mouth, where another successful grapple
check is needed to get free. Alternatively, a swallowed creature can try to
cut its way out with either claws or a light piercing or slashing weapon.
Dealing at least 10 points of damage to the gizzard (AC 13) in this way creates
an opening large enough to permit escape. Once a single swallowed creature
exits, muscular action closes the hole; thus, another swallowed opponent must
cut its own way out. A Medium size dire toad’s stomach can hold 2 Small
or 8 Tiny or smaller opponents.

Skills: A dire
toad receives a +4 racial bonus on Hide, Listen, and Spot checks, and a +8
racial bonus on Jump checks.

natural rock



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