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Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...

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Latch Toad<br />

Large Magical Beast<br />

Hit Dice: 7d10+14 (52 hp)<br />

Initiative: +5<br />

Speed: 50 ft. (10 squares), swim 60 ft. (12<br />

squares)<br />

Armor Class: 15 (-1 size, +1 Dex, +5 natural),<br />

touch 10, flat-footed 14<br />

Base Attack/Grapple: +7/+16<br />

Attack: Tongue bite +11 melee (1d6+5 plus<br />

goo)<br />

Full Attack: 3 tongues bites +11 melee (1d6+5<br />

plus goo)<br />

Space/Reach: 10 ft./5 ft. (15 ft. with tongue<br />

bites)<br />

Special Attacks: Improved grab, goo<br />

<strong>The</strong> latch toad is not a toad at all, but a huge,<br />

amphibious, leaf-green frog. Instead <strong>of</strong> <strong>the</strong> one long<br />

sticky tongue <strong>of</strong> its cousins, <strong>the</strong> latch toad has three<br />

tongues, each prehensile, extendable out to 15 feet,<br />

and equipped with its own jaw, esophagus, and set<br />

<strong>of</strong> razor-sharp teeth. As if this weren’t enough, <strong>the</strong><br />

tongues drip thick saliva that easily gums up and<br />

disables most mobile creatures.<br />

A latch toad can cover a large territory,<br />

moving amazingly fast by hopping great distances<br />

with each bound. It eats pretty much any creature<br />

it can get its tongues on, and can outrun nearly any<br />

potential prey, placing <strong>the</strong> latch toad ra<strong>the</strong>r high up<br />

on its local food chain.<br />

Combat<br />

<strong>The</strong> latch toad usually gets <strong>the</strong> first attack in,<br />

as its tongues can stretch out to a sizable distance.<br />

If fighting a solitary opponent, it will grab and hold<br />

its prey in place, devouring it with its free tongues.<br />

O<strong>the</strong>rwise, <strong>the</strong> latch toad bites and releases its foes,<br />

relying on its gooey saliva to stop extra attackers. If<br />

reduced to 10 or fewer hit points, <strong>the</strong> toad turns and<br />

flees, rapidly hopping away to safety.<br />

Improved Grab (Ex): To use this ability, a<br />

latch toad must hit a Medium or smaller opponent<br />

with a tongue bite attack. It can <strong>the</strong>n attempt to start<br />

a grapple as a free action without provoking an<br />

attack <strong>of</strong> opportunity.<br />

Goo (Ex): If a latch toad hits a creature<br />

with its tongue bite attack, <strong>the</strong> creature becomes<br />

entangled with <strong>the</strong> toad’s sticky saliva, suffering<br />

a -4 penalty to Dexterity and a -2 penalty on all<br />

attack rolls. Additionally, an entangled target must<br />

succeed on a DC 15 Reflex save or become stuck<br />

to <strong>the</strong> ground. If <strong>the</strong> creature succeeds on its save,<br />

it can still move at half speed. <strong>The</strong> save DC is<br />

Constitution-based.<br />

75<br />

Special Qualities: Amphibious,<br />

darkvision 60 ft., low-light vision<br />

Saves: Fort +7, Ref +8, Will +3<br />

Abilities: Str 20, Dex 12, Con 15, Int 2, Wis<br />

12, Cha 7<br />

Skills: Hide -1, Jump +19, Listen +5, Spot +5,<br />

Swim +15<br />

Feats: Alertness, Improved Initiative,<br />

Lightning Reflexes<br />

Environment: Warm marsh<br />

Organization: Solitary, pair, or nest (3-12)<br />

Challenge Rating: 4<br />

Treasure: None<br />

Alignment: Always neutral<br />

Advancement: 8-14 HD (Large); 15-21 HD<br />

(Huge)<br />

Level Adjustment: —<br />

An entangled character who attempts to cast<br />

a spell must succeed on a Concentration check (DC<br />

15 + <strong>the</strong> spell’s level) or lose <strong>the</strong> spell. A stuck<br />

character can free himself by making a DC 19<br />

Strength check as a standard action or by dealing<br />

10 points <strong>of</strong> damage to <strong>the</strong> goo. <strong>The</strong> check DC is<br />

Constitution-based and includes a +4 racial bonus.<br />

Multiple applications <strong>of</strong> <strong>the</strong> latch toad’s goo do not<br />

incur any cumulative penalties, although affected<br />

creatures must make separate Reflex saves to avoid<br />

getting stuck. <strong>The</strong> goo dries and crumbles after 10<br />

minutes. In open water, no Reflex save is required<br />

(as <strong>the</strong>re is no ground to stick to) and <strong>the</strong> goo fully<br />

dissipates after only 5 minutes.<br />

Amphibious (Ex): A latch toad can brea<strong>the</strong><br />

both on land and underwater.<br />

Skills: A latch toad has a +4 racial bonus on<br />

Jump checks. A latch toad has a +8 racial bonus on<br />

any Swim check to perform some special action or<br />

avoid a hazard. It can always choose to take 10 on<br />

a Swim check, even if distracted or endangered. It<br />

can use <strong>the</strong> run action while swimming, provided it<br />

swims in a straight line.<br />

Campaign<br />

<strong>The</strong> latch toad has <strong>the</strong> flexibility <strong>of</strong> being able<br />

to fight on land and underwater. <strong>The</strong> grab ability <strong>of</strong><br />

<strong>the</strong> toad may allow it to attack creatures on land<br />

and <strong>the</strong>n drag <strong>the</strong>m into <strong>the</strong> water; this is especially<br />

problematic for armored characters. If used as a<br />

minion for an underwater villain, <strong>the</strong> toad can be<br />

used to kidnap and deliver victims to his lair. If <strong>the</strong><br />

tongues are removed from a dead toad with a DC 18<br />

Survival or Heal check, <strong>the</strong>y can be used as weapons<br />

equivalent to whips, but afflicting targets with goo<br />

(as above) on a successful hit. Each tongue can be<br />

used 1d3 times before drying up and becoming<br />

useless.<br />

4

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