Cloverback Toad

The Griffon's Saddlebag: Book Two p. 364 (Third Party)

Size
Medium
Type
beast
Alignment
unaligned
AC
13 (natural armor)
Hit Points
27 (5d8+5)
Speed
walk 30 ft., climb 20 ft., swim 20 ft.
Skills
Stealth +4
Immunities
acid
Senses
blindsight 60 ft.
Passive Perception
10
Challenge
2
STR
12
+1
DEX
14
+2
CON
13
+1
INT
2
−4
WIS
12
+1
CHA
3
−4

Traits

Proficiency Bonus

+2

Amphibious

The road can breathe air and water.

Corrosive Mucus

Any creature that touches the toad or hits with a melee attack takes 5 (1d10) acide damage.

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.

Plant Camouflage

The toad has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.

Tongue Barb Regrowth

The toad has eighteen tongue barbs. Used barbs regrow when the toad finishes a long rest.

Actions

Bite

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.

Tongue Barb

Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit: 4 (1d4+2) piercing damage, and the target must make a DC 13 Constitution saving throw. On a failed save, a creature takes 9 (2d8) poison damage and is poisoned for 1 minute. On a successful save, the target takes half as much poison damage and isn't poisoned. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.

Other data

description

Named for the grymclover forests from where they originated, cloverback toads are unusually large amphibians with an acidic mucus coating on their skin. To make matters worse, paralyzing, toxic barbs grow on the tongues of these creatures, which they use as debilitating projectiles. For obvious reasons, the cloverback toad's acidic mucus and toxic barbs are also sought-after ingredients for use in deadly poisons.