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<blockquote data-quote="SinisterSage" data-source="post: 2921221" data-attributes="member: 41503"><p>I wrote this swarm this afternoon. I hope it doesn't lack substance.</p><p>Again,I'm not happy with the name. I blame WotC for for already having used all obvious names.</p><p></p><p><strong>Deviltoad Swarm</strong></p><p><strong>Tiny Magical Beast (swarm)</strong></p><p><strong>Hit Dice:</strong> 16d10+35 (123 hp)</p><p><strong>Initiative: </strong>+8</p><p><strong>Speed: </strong>20ft., swim 30ft</p><p><strong>Armor Class: </strong>16 (+2 Size, +2 Dex, +2 natural), touch 14, flat-footed 14 </p><p><strong>Base Attack/Grapple: </strong>+16/- </p><p><strong>Attack: </strong>Swarm (4d6 plus 2d6 acid plus hallucinogenic spittle) </p><p><strong>Full Attack: </strong>Swarm (4d6 plus 2d6 acid plus hallucinogenic spittle) </p><p><strong>Space/Reach: </strong>10ft./0ft.</p><p><strong>Special Attacks: </strong>Distraction (DC 20), hallucinogenic spittle, spit</p><p><strong>Special Qualities: </strong>Acid resistance 10, half damage from slashing or piercing, scent, swarm traits</p><p><strong>Saves:</strong> Fort +12, Ref +14, Will +10</p><p><strong>Abilities: </strong>Str 3, Dex 15, Con 14, Int 3, Wis 14, Cha 5</p><p><strong>Skills: </strong>Hide +16, Move Silently +11, Swim +12</p><p><strong>Feats: </strong> Ability Focus (hallucinogenic spittle), Ability Focus (spit), Improved Initiative, Lightning Reflexes, Stealthy, Toughness</p><p><strong>Environment: </strong>Any Swamp</p><p><strong>Organization: </strong>Solitary or doom (1-4 Swarms)</p><p><strong>Challenge Rating: </strong>11</p><p><strong>Treasure: </strong>none</p><p><strong>Alignment: </strong>Always neutral</p><p><strong>Advancement: </strong>- </p><p><em>You spot a gathering of one foot long, toad-like creatures with thick, forward-curving horns and grey-black scales.</em></p><p></p><p>Deviltoads, so named for their wicked horns, are ravenous predators of the swamps. Due to their toxin, most people believe that there are actually two different types of deviltoad, one small, the other as big as a horse.</p><p>Some scholars believe the toad’s horns indicate distant black dragon ancestry. The dragons are also known to use the toads as watchdogs. </p><p></p><p><strong>Combat: </strong></p><p>The toads usually hide half submerged in the swamp, waiting for prey to pass nearby. The swarm then initiates combat with its spit attack, before closing in on its victim.</p><p></p><p><strong>Hallucinogenic Spittle (Su):</strong> The deviltoad’s saliva contains a potent hallucinogenic toxin. Creatures hit by its swarm or spit attacks must make a Fortitude save (DC 22). Failure means the creature thinks it is actually fighting a single giant deviltoad, intead of a swarm of smaller toads. The save DC is Constitution-based. </p><p>The hallucination has numerous effects. Victim will use tactics against a single creature that are ineffective against a swarm. Further, when an affected medium or smaller creature occupies the same space as the swarm, it thinks it has been swallowed whole by the imaginary dire toad. Obviously grapple checks or attacks with tiny piercing or slashing weapons won’t help escape from this toad’s gizzard.</p><p> </p><p><strong>Spit (Ex):</strong> As a standard action, the deviltoads can spit their toxin up to 30 ft.. All creatures in a 5 ft. radius spread must succeed at a DC 22 reflex or suffer 2d6 points of acid and be subjected to the toads hallucinogenic spittle attack. The save DC is Constitution-based.</p></blockquote><p></p>
[QUOTE="SinisterSage, post: 2921221, member: 41503"] I wrote this swarm this afternoon. I hope it doesn't lack substance. Again,I'm not happy with the name. I blame WotC for for already having used all obvious names. [b]Deviltoad Swarm[/b] [b]Tiny Magical Beast (swarm)[/b] [b]Hit Dice:[/b] 16d10+35 (123 hp) [B]Initiative: [/b]+8 [b]Speed: [/b]20ft., swim 30ft [b]Armor Class: [/b]16 (+2 Size, +2 Dex, +2 natural), touch 14, flat-footed 14 [b]Base Attack/Grapple: [/b]+16/- [b]Attack: [/b]Swarm (4d6 plus 2d6 acid plus hallucinogenic spittle) [b]Full Attack: [/b]Swarm (4d6 plus 2d6 acid plus hallucinogenic spittle) [b]Space/Reach: [/b]10ft./0ft. [b]Special Attacks: [/b]Distraction (DC 20), hallucinogenic spittle, spit [b]Special Qualities: [/b]Acid resistance 10, half damage from slashing or piercing, scent, swarm traits [b]Saves:[/b] Fort +12, Ref +14, Will +10 [b]Abilities: [/b]Str 3, Dex 15, Con 14, Int 3, Wis 14, Cha 5 [b]Skills: [/b]Hide +16, Move Silently +11, Swim +12 [b]Feats: [/b] Ability Focus (hallucinogenic spittle), Ability Focus (spit), Improved Initiative, Lightning Reflexes, Stealthy, Toughness [b]Environment: [/b]Any Swamp [b]Organization: [/b]Solitary or doom (1-4 Swarms) [b]Challenge Rating: [/b]11 [b]Treasure: [/b]none [b]Alignment: [/b]Always neutral [b]Advancement: [/b]- [i]You spot a gathering of one foot long, toad-like creatures with thick, forward-curving horns and grey-black scales.[/i] Deviltoads, so named for their wicked horns, are ravenous predators of the swamps. Due to their toxin, most people believe that there are actually two different types of deviltoad, one small, the other as big as a horse. Some scholars believe the toad’s horns indicate distant black dragon ancestry. The dragons are also known to use the toads as watchdogs. [b]Combat: [/b] The toads usually hide half submerged in the swamp, waiting for prey to pass nearby. The swarm then initiates combat with its spit attack, before closing in on its victim. [b]Hallucinogenic Spittle (Su):[/b] The deviltoad’s saliva contains a potent hallucinogenic toxin. Creatures hit by its swarm or spit attacks must make a Fortitude save (DC 22). Failure means the creature thinks it is actually fighting a single giant deviltoad, intead of a swarm of smaller toads. The save DC is Constitution-based. The hallucination has numerous effects. Victim will use tactics against a single creature that are ineffective against a swarm. Further, when an affected medium or smaller creature occupies the same space as the swarm, it thinks it has been swallowed whole by the imaginary dire toad. Obviously grapple checks or attacks with tiny piercing or slashing weapons won’t help escape from this toad’s gizzard. [b]Spit (Ex):[/b] As a standard action, the deviltoads can spit their toxin up to 30 ft.. All creatures in a 5 ft. radius spread must succeed at a DC 22 reflex or suffer 2d6 points of acid and be subjected to the toads hallucinogenic spittle attack. The save DC is Constitution-based. [/QUOTE]
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