Toad Prince (5e Creature)

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Toad Prince[edit]

Gargantuan monstrosity, neutral evil


Armor Class 15 (natural armor)
Hit Points 312 (16d20 + 144)
Speed 20 ft., burrow 20 ft., swim 40 ft.


STR DEX CON INT WIS CHA
24 (+7) 7 (-2) 28 (+9) 20 (+5) 17 (+3) 17 (+3)

Saving Throws Str +12, Con +14, Int +10, Wis +8
Skills Arcana +10, Deception +8, Perception +8, Persuasion +8, Stealth +8
Proficiency Bonus +5
Damage Vulnerabilities lightning
Damage Resistances necrotic, psychic
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., tremorsense 40 ft., passive Perception 18
Languages Aquan, Common, Undercommon, telepathy 120 ft.
Challenge 15 (13,000 XP)


Amphibious. The toad prince can breathe air and water.

Magic Resistance. The toad prince has advantage on saving throws against spells and other magical effects.

Standing Leap. The toad prince's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Innate Spellcasting (Psionics). The toad prince's innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components.

At will: dancing lights, detect thoughts, faerie fire, mage hand, minor illusion
4/day each: dimension door, dominate person, invisibility, see invisibility
2/day each: mirage arcane, project image

ACTIONS

Multiattack. The toad prince makes one attack with its tongue, uses its reel, and makes one attack with its bite.

Tongue. Melee Weapon Attack: +11 to hit, reach 50 ft., one creature. Hit: the target is grappled (escape DC 19). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the toad prince can't use its tongue on another target.

Reel. The toad prince pulls one creature grappled by it up to 25 feet straight toward it.

Bite Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the toad prince. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the toad prince, and it takes 21 (6d6) acid damage at the start of each of the toad prince's turns.
If the toad prince takes 30 damage or more on a single turn from a creature inside it, the toad prince must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the toad prince. If the toad prince dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Mind Blast (Recharge 5-6). The toad prince magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 32 (6d8 + 5) psychic damage and be stunned 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.

Deadly Leap. If the toad prince jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 20 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 28 (6d6 + 7) bludgeoning damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the toad prince's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the toad prince's space.

REACTIONS

Spore Release (4/Day). If the toad prince takes damage, it can shake the fungal growths on its back. Each creature within 20 feet of the toad prince must succeed on a DC 20 Constitution saving throw or take 21 (6d6) poison damage and be poisoned until the end of its next turn.

The Prince.jpg
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The toad prince is a massive cursed beast that generally lives deep in the catacombs of Ravenna and other major cities in the Empire of Vyzantia. Though only a handful of them dwell in the deep sewers they can quickly become the calculating heads of gangs and mafia working in the city, having lived for hundreds of years and acquiring great amounts of wisdom and knowledge from the various philosophical debates and scrolls they have read.

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