Library / Bestiary

Toad, Giant

CR 2.00 Animal N Large HD 3
Stubby warts dot the skin of this horse-sized brown toad. Its throat bulges and ripples as though about to croak.

Most giant toads live in dryer areas after maturing, returning to the water only to mate and give birth.

Giant toad companions are identical to giant frog companions (Pathfinder RPG Bestiary 135), save that they lack the frog's tongue and pull abilities. Instead, they gain the poison skin ability at 4th level.

HP
22 (3d8+9)
AC
14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size)
Init
+1
Speed
30 ft., swim 15 ft.
Fort
+6
Ref
+6
Will
+0
BAB
+2
CMB
+7 (+11 grapple)
CMD
18 (22 vs. trip)
Melee
bite +5 (1d6+6 plus grab)
Space
10 ft.
Reach
10 ft.
Defensive Abilities
poison skin
Racial Modifiers
+4 Acrobatics (+8 jump), +4 Stealth
str
19
+4
dex
13
+1
con
16
+3
int
1
-5
wis
8
-1
cha
6
-2

swallow whole (1d4 bludgeoning, AC 12, 2 hp)

Universal Monster Rules

Grab
Grab (bite) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Swallow Whole (1d4 bludgeoning, AC 12, 2 hp) Ex from Universal Monster Rule
If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category smaller than the swallowing creature. Being swallowed causes the target to take damage each round. The amount and type of damage varies and is given in the swallowing creature's statistics. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature's total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker's mouth, where it may be bitten or swallowed again.
Poison (skin) Ex from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.

Feats, Traits & Items

Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Skill Focus (Perception) from Feat

You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Calculated: +3 Skill Bonus

Acrobatics +5 (+9 jump), Perception +8, Stealth +5, Swim +12

Details
Type
Animal
Alignment
N
Size
Large
Environment
temperate forests, plains, or swamps
Organization
solitary, pair, or knot (3-12)
Treasure
none
Senses
low-light vision, scent; Perception +8
Source
Bestiary 2
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
2 House/Core
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