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giant toad

Moving on to 3rd edition OA there are a few new monsters in this book that were not in 1e.  Converting them here.  

This is a strange one.  Never really thought of toads as something specific to an Oriental setting but the variants appear in each edition … so here you go.  I also included a yokai toad ninja – “The Giant Toad”.


DESCRIPTION

A variety of giant toads are common threats in the lands of Ori- E ental Adventures. They range in size from the 4-foot-long fire toad to the 8-foot ice toad, and in intelligence from animal-level to a range approximating a dim human or a bright ogre. They all look more or less like their common, Diminutive cousins, though their coloration varies widely. The giant toad and giant ice toad already exist in 5e below are the fire and poison toad variants.

 


Fire toads are about 4 feet long and weigh about 100 pounds. Their skin is bright red and covered with rough, purple bumps.

GIANT FIRE TOAD

Large beast (elemental), unaligned
Armor Class 11
Hit Points 39 (6d10 + 6)
Speed 20 ft., swim 40 ft.
STR      DEX     CON     INT   WIS     CHA
15 (+2) 13 (+1) 13 (+1) 2 (-4) 10 (+0) 3 (-4)
Damage Immunities Fire

Senses darkvision 30 ft., passive Perception 10

Languages
Challenge 3 (700 XP)
Amphibious. The toad can breathe air and water.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

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) fire damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can’t bite another target.

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. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad’s turns. The toad can have only 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.

Fireball Orb. The toad spits a magical ball of fire that explodes at a point it can see within 30 feet of it. Each creature in a 5-foot-radius sphere centred on that point must make a DC 11 Dexterity saving throw.  A creature takes 9 (2d8) fire damage on a failed save, or half as much damage on a successful one.

 


In appearance, a poisonous toad is indistinguishable from a giant toad.

GIANT POISON TOAD

Large beast, unaligned
Armor Class 11
Hit Points 39 (6d10 + 6)
Speed 20 ft., swim 40 ft.
STR      DEX     CON     INT   WIS     CHA
15 (+2) 13 (+1) 13 (+1) 2 (-4) 10 (+0) 3 (-4)
Damage Immunities Poison
Senses darkvision 30 ft., passive Perception 10
Languages
Challenge 3 (700 XP)

Amphibious. The toad can breathe air and water.

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

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can’t bite another target.

The target must also make a DC 11 Constitution saving throw or become poisoned for 1 minute and the target is paralyzed while poisoned in this way. The target may repeat the saving throw at the end of its turn to end the poisoned condition.

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. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad’s turns. The toad can have only 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.

 


The Giant Toad is, as its name implies, a yokai in the form of an enormous toad. This one is even larger than a human being, capable of standing on two legs and even wielding a spear. Legends say that toads, which are long lived, are particularly capable of attaining consciousness and turning yokai, but there are other theories as well.

This particular yokai’s original form was Hattori Hanzo’s father, the first Hanzo to bear the title. Feared as Oni-Hanzo for his ability to lead the Iga Clan, he forced those who would succeed him to undergo harsh training. It seems this devotion to the future of his clan bound itself to this world, and transformed into the form of a Giant Toad to continue training his successors.

Oni-Hanzo “The Giant Toad”

Huge fey (yokai), lawful neutral
Armor Class 20
Hit Points 178 (17d12 + 68)
Speed 30 ft., fly 40 ft. (hover)
STR      DEX     CON     INT     WIS     CHA
16 (+3) 21 (+5) 18 (+4) 18 (+4) 20 (+5) 14 (+2)
Saving Throws STR +8, DEX +10, INT +9, WIS +10
Skills Arcana +9, Insight +10, Perception +10
Damage Resistance bludgeoning, piercing and slashing from nonmagical attacks that aren’t crystal
Senses passive Perception 20
Languages Common, Spirit Tongue
Challenge 16 (15,000 XP)

Amphibious. The Giant Toad can breathe air and water.

Ethereal Sight. The Giant Toad can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Evasion. If the Giant Toad is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Ninjutsu. The Giant Toad has access to all ninja-tricks and ninjutstu’s available to a ninja. He has 20 ki points to use.

Psychic Defense. While the Giant Toad is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.

Standing Leap. The Giant Toad’s long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.

Yokai. As a spirit, Giant Toad have advantage on saving throws against all enchantment effects except those of other yokai. Yokai can sense any passages to Gaki-do and the ethereal plane within one mile.

Actions

Multiattack. The Giant Toad uses Smoke Rings (if available) and then makes three unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 18 (4d8) psychic damage. If the target is a creature, the Giant Toad can choose one of the following additional effects:

  • The target must succeed on a DC 18 Strength saving throw or drop one item it is holding (Giant Toad’s choice).
  • The target must succeed on a DC 18 Dexterity saving throw or be knocked prone.
  • The target must succeed on a DC 18 Constitution saving throw or be stunned until the end of the Giant Toad’s next turn.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 11 (2d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and he can’t bite another target.

Swallow. The Giant Toad makes one bite attack against a Large 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 and other effects outside the Giant Toad, and it takes 21 (6d6) acid damage at the start of each of the Giant Toad’s turns. The toad can have only 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.

Smoke Rings (Recharge 4-6). The Giant Toad exhales smoke from his pipe in a 60-foot cone. Each creature in that area must succeed on a DC 16 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws, and do half damage with Strength-based attacks 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.

Reactions

Deflect Missile. In response to being hit by a ranged weapon attack, the Giant Toad deflects the missile. The damage he takes from the attack is reduced by 1d10 + 5. If the damage is reduced to 0, the Giant Toad catches the missile if it’s small enough to hold in one hand and he has a hand free.

Legendary Actions

The Giant Toad can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Giant Toad regains spent legendary actions at the start of its turn.

  • Strike. The Giant Toad makes one unarmed strike.
  • Teleport. The Giant Toad magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it.
  • Change Gravity (Costs 3 Actions). The Giant Toad casts the reverse gravity spell. The spell has the normal effect, except that the Giant Toad can orient the area in any direction and creatures and objects fall toward the end of the area.

 


Banner Credit: “Toads of Mount Myōboku.” from the Naruto Anime.

 

 

Posted in 5e, Dungeons & Dragons, Monstrous Compendium, Oriental Adventures

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