Tuesday, October 28, 2014

5E Ice Toad


Illustration from G1-2-3 Against The Giants Supermodule














ICE TOAD
Large beast, neutral
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Armor Class: 11 (natural armor)
Hit Points: 57 (5d10+32)
Speed: 20 ft.
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    STR         DEX       CON       INT        WIS       CHA
  15 (+2)     13 (+1)    13 (+1)     8 (-1)     10 (+0)     3 (-4)
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Damage Immunities: cold 
Senses: darkvision 30 ft., passive Perception 10
Languages: ---
Challenge 2 (450 XP)
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Standing Leap.  The ice toad's long jump is up to 20 feet and it's high jump is up to 10 feet, with or withought a running start.

Cold Aura. The ice toad radiates cold in a 10 foot radius from it's body.  Any target within this radius at the start of their turn will take 3d6 cold damage.  A successful Constitution saving throw means the target takes half damage.


ACTIONS
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 Bite. Melee Weapon Attack: +7 to hit, reach 5ft, one target, Hit: 12 (3d4+6) piercing damage, and the target is grappled (escape DC 14).  Until this grapple ends, the target is restrained, and the ice toad can't bite another target.

Swallow.  The ice 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 amd other effects outside the ice toad, and it takes 10 (3d6) acid damage at the start of each of the ice toad's turns.  The ice toad can have only one target swallowed at a time.
  If the ice toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
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3 comments:

  1. Why dexterity save to avoid the cold damage? You can't dodge cold.

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    Replies
    1. My thinking is for the same reason you are allowed a Dexterity save for an area effect spell such as Fireball.

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  2. Okay, thinking about it some more, I decided to revise the saving throw for the Cold Aura to be Constitution, instead of Dexterity.

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