Terror Toad (5e Creature)

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Terror Toad[edit]

Large monstrosity, neutral


Armor Class 12 (natural armor)
Hit Points 110 (13d10 + 39)
Speed 40 ft., swim 40 ft.


STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 17 (+3) 2 (-4) 12 (+1) 12 (+1)

Saving Throws Wis +3, Cha +3
Skills Perception +3, Stealth +3
Senses darkvision 60 ft., passive Perception 13
Languages
Challenge 4 (1,100 XP)


Amphibious. The toad can breathe air and water.

Charm Resistance. The toad has advantage on saving throws against being charmed.

Standing Leap. The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

ACTIONS

Multiattack. The toad can use its Frightful Presence. It then makes a bite attack or uses its Paralyzing Glare if it can. In place of a bite attack, it can use its Swallow.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 5 (1d10) poison damage and the target is grappled (escape DC 13). Until the grapple ends, the target is also restrained, and the toad can't bite another creature.

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. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 14 (4d6) acid damage at the start of each of the toad's turns. The toad can only have 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.

Paralyzing Glare (Recharge 6). The toad targets one creature it can see within 120 feet. If the target can see the toad, it must succeed on a DC 13 Wisdom saving throw against this magic or become paralyzed, and unable to make repeat saving throws against the toad's Frightful Aura, for 1 minute. At the end of each of its turns, the target can make another Wisdom saving throw, ending the effect on a success. If the target is already frightened of the toad, it has disadvantage on these saving throws.

Frightful Presence. Each creature of the toad's choice that is within 120 feet of the toad and aware of it must succeed on a DC 14 Wisdom saving throw against this magic or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the toad's Frightful Presence for the next 24 hours.

REACTIONS

Terrorizing Reflex. After the toad is hit by a melee attack, it can use its Frightful Aura, targeting only the attacking creature.

Bullywugs speak of these monsters in hushed, terrified whispers. Some say they were born of the Feywild, but others believe they are created by the surreal power of nightmares.

In appearance, a terror toad is almost indistinguishable from the more common giant toad. Its most notable differentiating feature are spiked ridges above its eyes, which only the keenest and most knowledgeable of observers could identify. The toad seems to use this as disarming camouflage to lure in potentially powerful predators who prey on weaker toads — such as great birds looking for a meal, or bullywugs seeking a new mount. Just before the creature strikes, the toad unleashes a magical aura of overwhelming terror — usually causing the would-be predator to falter and weaken. From there, the toad paralyzes the predator-turned-prey with a magical stare, and finally swallows it whole. A terror toad can survive for months on just one of these meals, if the prey is large enough. Although terror toads are usually defensive hunters, they have been known to take the initiative against easy prey. At least in rumor, they can terrorize small villages, devouring those who fail to flee.



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