Ribbit (3.5e Creature)

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Ribbit, 1st-level Sorcerer
Size/Type: Tiny Humanoid (Ribbit)
Hit Dice: 1d4+2 (4 hp)
Initiative: +1
Speed: 20 ft. (4 squares, swim 20 ft.
Armor Class: 13 (+2 size, +1 Dex), touch 13, flat-footed 12
Base Attack/Grapple: +0/-10
Attack: Heavy crossbow +3 (1d6/19-20)
Full Attack: Heavy crossbow +3 (1d6/19-20)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Spells, excrete toxin
Special Qualities: Summon familiar, amphibious
Saves: Fort +2, Ref +2, Will +2
Abilities: Str 6, Dex 13, Con 14, Int 11, Wis 10, Cha 17
Skills: Concentration +6, Hide +5, Spellcraft +4
Feats: Dodge
Environment: Wetlands and marshes
Organization: Solitary, gang (5-8) or tribe (10-20)
Challenge Rating: 2
Treasure: Standard
Alignment: Chaotic Good
Advancement: By character class
Level Adjustment: +1

A pint-sized powerhouse.

As you turn the corner in the depths of the aqueduct of the temple, you happen upon a small, roughly cat-sized bipedal toad that's dressed in a loose, purple tunic and a feathered headgear. Then he does something you weren't expecting: the little creature opens its mouth, hollers a war cry with a deep, croaking voice, and rushes towards you with his tiny hands aflame with magic.

Ribbits are the inhabitants of any properly wet environment, such as aquatic caves, lakes and rivers. While a ribbit might seem puny at first glance, those among them who train in the arcane or stealthy arts are a force to be reckoned with. They often train as bards, rogues or sorcerers.


Those ribbits who favor ranged combat (which is most of them), whether with ranged weapons or with spells, stay in the back lines and pellet foes with their weapon of choice. The rare ribbit melee combatants almost always use a reach weapon to make up their lack of natural reach.

Spells Known (5/4; save DC 13 + spell level): 0—acid splash, daze, ghost sound, prestidigitation; 1st—mage armor, color spray.

Excrete Toxin (Ex): Once per day as a free action, a ribbit may excrete a layer of toxic substances from his skin, causing opponents to become poisoned every time he succeeds on an unarmed attack. Creatures grappling a ribbit or attacking him unarmed or with natural weapons are affected by the poison each time one of their attacks hits. The toxic lasts until the ribbit's next turn and has the following qualities: Fortitude DC 10 + ½ the ribbit's HD + the ribbit's Con modifier, initial and secondary damage 1d6 Con.

Amphibious (Ex): Ribbits can breathe both air and water, and enjoy environments where they can freely change between the two.

Skills: A ribbit has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided he swims in a straight line. A ribbit uses his Dexterity modifier instead of his Strength modifier for Climb and Swim checks.

The ribbit sorcerer presented here had the following ability scores before racial adjustments: Str 8, Dex 13, Con 14, Int 11, Wis 12, Cha 15.

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