This large toad is bright purple and yellow, with electric-green stripes on its hind legs. It has the ability to turn groups of foes into frogs.
Archeotoad (CR 10)
XP 9,600
N Large Magical Beast
Init +7; Senses Low-light vision, scent; Perception +18
DEFENSE
AC 25, touch 12; flat-footed 21 (+3 dex, +13 natural, -1 size)
hp 123 (11d10+66)
Fort +13, Ref +12, Will +6
Defensive Abilities Poisonous Skin; Immune Poison, Frog
Weakness Ice
OFFENSE
Speed 30 ft., Swim 30 ft.
Melee Bite +17 (2d6+10 plus poison) or Tongue +17 touch (1d3+5 plus poison and grab)
Space 10 ft.; Reach 10 ft. (30 ft. with tongue).
Special Attacks Frog Song, Leap, Pond’s Chorus, Pull (tongue, 10 feet), Swallow Whole (2d6+10 bludgeoning damage, AC 16, 12 hp)
STATISTICS
Str 25, Dex 16, Con 23, Int 4, Wis 16, Cha 16
Base Atk +11; CMB +19 (+23 grapple); CMD 32 (36 vs. trip)
Feats Cleave, Improved Initiative, Improved Natural Attack (Bite), Lightning Reflexes, Power Attack, Skill Focus (Perception)
Skills Acrobatics +16 (+20 jump), Perception +21, Stealth +7, Swim +24; Racial Modifiers +4 Acrobatics (+8 jump), +4 Stealth, +8 Swim
SPECIAL ABILITIES
Frog Song (Su)
Once every 1d3 rounds, an archeotoad will croak multiple times as if it were making a song towards one single target within 30 feet. That target must make a Fortitude save (DC 18) to negate the effect or be inflicted with the Frog status effect for 1d6 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).
Leap (Ex)
An archeotoad ability to jump with his Acrobatics checks is treated as though he got a running start and has the Run feat, regardless of whether or not he gets a running start. An archeotoad’s maximum height is not affected by his size, allowing leaps higher than their own height. In additional, the archeotoad may jump as part of a charge action. Whenever the archeotoad jumps at least ten feet from his opponent (vertical or horizontal) and strikes his foe using his bite, the archeotoad deals an additional +1d6 points of damage. If the attack is also a critical hit, the extra damage is not also multiplied. For every 10 feet the archeotoad jumps beyond the first 10 feet, the archeotoad deals an extra 1d6 points of damage (maximum of 5d6).
Poison (Ex)
Injury; save Fort DC 21; frequency 1/round for 6 rounds; effect Frog status; cure 1 save.
Poisonous Skin (Ex)
A creature that strikes an archeotoad with an unarmed strike or natural weapon exposes itself to the toad’s poisonous skin. Skin – contact; save Fort DC 21; frequency 1/round for 6 rounds; effect Frog status; cure 1 save.
Pond’s Chorus (Su)
1/day, an archeotoad will croak multiple times as if it were making a song towards affecting all those within 30 feet. That target must make a Fortitude save (DC 18) to negate the effect or be inflicted with the Frog status effect for 1d6 rounds. Blue mages may learn this ability as a 6th level spell (Knowledge: Arcana DC 27).