Upheaval

Fey Giant Toad

CR 3, CN Large Fey

Senses: Perception 7, Low Light Vision, ScentThis special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed-only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source's location. A creature with the scent ability can follow tracks by smell with a perception check instead of using the Track skill.

Speed: 30 ft., fly 45 ft. (good), swim 15 ft.  Skills: Acrobatics 6, Athletics 6

Languages: Sylvan

Ability Scores: Str 17 (+8), Dex 17 (+8), Con 16 (+8), Int 3 (-3), Wis 8 (+0), Cha 8 (+0)

INIT: +3  CP: +2  HP: 22 (3d8+9)  SA: 6  DC: 16

AC: 15  Touch: 12  Flat-footed: 12 [+3 Dodge, +3 Natural, -1 Size]

SR: --  Vulnerable: Cold iron 2  Resistant: Cold 10, Electricity 10  Bypass: --

Immunity: Poison  Effect Immunity: --

QUALITIES

Poison Skin (ex, Poison) - A creature that strikes a Fey Giant Toad with an unarmed strike or natural weapon exposes itself to the toad's poisonous skin. Skin-contact; save Con DC 14; frequency 1/round for 4 rounds; effect 1d2 Wisdom damage; cure 1 save.

ACTIONS
Attacks

Vanish (su, Illusion) - This creature can become invisible for 1 round.

Swallow Whole (ex) - When a Fey Giant Toad has an opponent grappled at the beginning of its turn (no larger than one size smaller), it can attempt a grapple check to swallow him. Swallowed foes take double damage (half from the bite and half from constriction). Standard damage (bludgeoning) recurs automatically each round. Swallowed creatures are considered grappled (the creature is not). They can escape by climbing out of the creature's gullet (successful grapple check), or by cutting their way out with a L or VL weapon. If you cut your way out, the Fey Giant Toad is unable to swallow another creature whole against until the wound heals.

Spell Like Abilities (1/day)Spell Like Abilities (3/day)
DESCRIPTION

Environment: temperate forests, plains, or swamps

Organization: None

Treasure: none

Little about this enormous toad is ordinary, from its graceful wings to its colorful purple and pink skin to its bright, shining eyes.

Fey creatures resemble the mundane creatures they derive from, but with brighter colors, delicate features, and elegant wings such as those of a pixie or sprite. Despite their fragile-seeming appearance, fey creatures are every bit as hardy as their non-fey relations, though they sacrifice raw might for grace and the ability to fly. They live long lives, barring death by misadventure, and rarely show outward signs of age. Some fey creatures owe their nature to fey ancestors interbreeding with mortal beings, while others are races in their own right. Still others began life as ordinary creatures and were infused with fey essence through the magic of learned spellcasters or the inf luence of ancient powers of nature. As a rule, fey creatures rarely dwell in civilized lands, both by preference and because the conditions that give rise to the fey rarely occur in urban surroundings. If not already born into realms of primeval wild or areas touched by great fey powers, fey creatures soon seek them out. Though more prone to mischief than mayhem, fey creatures run the gamut from inimical to sprightly in behavior. Those inclined toward play and jest take a dim view of interlopers lacking in good humor. Such foul-tempered intruders risk humiliation at best if they insult the fey, and much worse if they raise arms against them. More aggressive fey still possess a well-developed though sadistic sense of humor. Such wicked fey use their inborn powers to lure outsiders to their doom, rather than into mere inconvenience. Fey creatures generally have cordial relationships with animals, allies of nature such as druids, and other fey. Exceptions exist where rival communities of fey dwell in proximity to one another. In these cases, any fey creatures in the vicinity ally with one side or the other according to their own inclinations, only rarely standing outside such conflicts. Fey creatures derived from horses and the like often serve as mounts, though only to other fey or to allies of nature who acknowledge them as at least near-equals, if not full partners. CREATING A FEY CREATURE Fey Creature is an inherited or acquired template that can be added to any living, corporeal creature. A fey creature retains the base creature's statistics and special abilities except as noted here. CR: 9 HD or less, as base creature +1; 10 HD or more, as base creature +2. Alignment: Any non-lawful. Type: The creature's type changes to fey. Do not recalculate HD, BAB, or saves. Senses: A fey creature gains low-light vision. Armor Class: Reduce the creature's natural armor, if any, by 1 (minimum of 0). Defensive Abilities: A fey creature gains a +4 bonus on saves against mind-affecting effects, resist cold and electricity 10, and DR 5/cold iron (if 11 HD or less) or DR 10/ cold iron (if 12 HD or more). Speed: Unless the base creature flies better, the fey creature flies at 1-1/2 times the base creature's land speed (good maneuverability), rounded down to the nearest multiple of 5 feet. If the creature already has flight with a maneuverability of good, it increases to perfect. Special Abilities: A fey creature gains one of the following abilities for every 4 HD or fraction thereof. Camouflage (Ex) A fey creature can use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or concealment. It gains a +4 racial bonus on Stealth checks. This bonus does not stack with any racial Stealth bonus possessed by the base creature. Change Shape (Su) A fey creature can change shape into a single form. Possible forms include a normal specimen of its base creature, a humanoid creature within one size category, or an animal within one size category. In all cases, the fey creature appears as the same individual of its alternate form each time it changes shape. The type of polymorph spell used should be chosen as appropriate based on the alternate form, such as alter self for taking humanoid form. This ability can be selected more than once, granting an additional form each time. Energy Resistance (Ex) A fey creature gains resistance 10 to one energy type, or increases an existing resistance by 10. Resistance increased beyond 30 becomes immunity instead. This ability can be selected more than once. Evasion (Ex) A fey creature gains evasion, as the rogue ability of the same name. Long Step (Su) A fey creature can teleport up to 10 feet per Hit Die as a move action. It may use this ability once every 1d4 rounds. Spell Resistance (Ex) A fey creature gains SR equal to 11 + its CR. This does not stack with any existing SR possessed by the base creature. Trackless Step (Ex) A fey creature does not leave a trail in natural surroundings and cannot be tracked. It can choose to leave a trail, if it so desires. Vanish (Su) As a swift action, a fey creature can vanish for 1 round as if affected by invisibility. It can use this ability for 1 round per day per Hit Die. Woodland Stride (Ex) A fey creature can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect it. Optionally, this ability may function in a different type of terrain, to allow the fey creature to move through, swamps, rocky areas, ice, and so forth. Whatever the choice, this ability only functions in one type of terrain. This ability can be selected more than once, for a different terrain each time. Spell-Like Abilities: A fey creature with an Intelligence or Wisdom score of 8 or more has a cumulative number of spell-like abilities depending on its Hit Dice. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature's HD (or the caster level of the base creature's spell-like abilities, whichever is higher). HD Abilities 1-2 Dancing lights 3/day, faerie fire 3-4 Entangle, glitterdust 5-6 Deep slumber 7-8 Major image 9-10 Confusion 11-12 Feeblemind 13-14 Mislead 15-16 Project image 17-18 Irresistible dance 19-20 Scintillating pattern Abilities: A fey creature gains a +4 bonus to Dexterity and a +2 bonus to Intelligence and Charisma. A fey creature receives a -2 penalty to Strength. Fey creatures derived from creatures without an Intelligence score gain an Intelligence of 3. Skills: A fey creature with racial Hit Dice has skill points per racial Hit Die equal to 6 + its Intelligence modifier. It gains Acrobatics, Bluff, Fly, and Stealth as class skills. Languages: Fey creatures speak Sylvan as well as any languages spoken by the base creature.