Dire Toad

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Medium-Size Animal

Hit Dice: 4d8+8 (26 hp)

Initiative: 2

Speed: 30 ft.

AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13

Attacks: Bite +5 melee, or tongue +5 ranged

Damage: Bite 1d4 plus poison, tongue — Claw 1d4+1, bite 1d6

Face/Reach: 5 ft. /5 ft.

Special Attacks: Poison

Special Qualities: Low-light vision

Saves: Fort +6, Ref +6, Will +6

Abilities: Str 10, Dex 14, Con 15, Int 2, Wis 15, Cha 7

Skills: Hide +8, Jump +10, Listen + 7, Spot +8

Feats: Alertness, Weapon Finesse

Climate/Terrain: Temperate and warm land, aquatic, and underground

Organization: Solitary or swarm (10-100)

Challenge Rating: 3

Treasure: None

Alignment: Always neutral

Advancement: 5-6 HD (Medium-size); 7-10 HD (Large)

Level Adjustment: -

Dire animals are larger, tougher, and meaner versions of normal animals. They tend to have a feral, prehistoric look.

These amphibians are generally shy and non-aggressive. They usually aren’t dangerous to humanoids.


Dire animals are fierce fighters that prefer melee Combat. They are territorial, attacking anything that enters their territory or threatens their lairs.

Though dire toads are not prone to fighting, they do bite if disturbed. A dire toad’s tongue attack has a range of 10 feet with no range increment.

Saving Throws: A dire animal has all good saves.

Poison (Ex): A dire toad delivers its poison (Fortitude save DC 14) with each successful bite attack. The initial and secondary damage is the same (1d6 points of Constitution damage).

Improved Grab (Ex): If a dire toad hits an opponent that is at least one size category smaller than itself with a bite attack or a tongue attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +3). If it gets a hold, it can try to swallow the opponent. Alternatively, the dire toad has the option to conduct the grapple normally, or simply use its jaws to hold the opponent (-20 penalty on grapple check, but the dire toad is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage.

Swallow Whole (Ex): A dire toad can swallow a grabbed opponent that is at least one size category smaller than itself by making a successful grapple check (grapple bonus +3). Once inside the toad, the opponent takes 1d6 points of bludgeoning damage plus 1d4 points of acid damage per round from the dire toad’s stomach. A successful grapple check allows the swallowed creature to climb out of the stomach and return to the toad’s mouth, where another successful grapple check is needed to get free. Alternatively, a swallowed creature can try to cut its way out with either claws or a light piercing or slashing weapon. Dealing at least 10 points of damage to the gizzard (AC 13) in this way creates an opening large enough to permit escape. Once a single swallowed creature exits, muscular action closes the hole; thus, another swallowed opponent must cut its own way out. A Medium size dire toad’s stomach can hold 2 Small or 8 Tiny or smaller opponents.

Skills: A dire toad receives a +4 racial bonus on Hide, Listen, and Spot checks, and a +8 racial bonus on Jump checks.