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