Tuesday, October 30, 2018

Frightful Fridays! Frogtober! Velocitoad

Hello there! It's the next-to-last day of Frogtober! Today's Inktober theme is "jolt," and the velocitoad delivers quite the jolt to its foes. I had fun with the idea of a poison that has a positive effect with some potentially serious downsides. I have to admit I'm amused by the notion that a PC trying to benefit from haste can't stop moving and crashes into obstacles as a result. I kept this one at a low CR so it could be a potential (improved) familiar.

I hope you enjoy the velocitoad. I'll be back tomorrow with the Frogtober finale!

(art will be added to this post and put in a new post when I receive it from Hugo)

This sleek, bright yellow frog seems to hover just above the ground. When it runs, it takes on the appearance of a lightning bolt.
Velocitoad      CR 2
XP 600
N Tiny magical beast
Init +7; Senses darkvision 60 ft., low-light vision; Perception +6
AC 16, touch 16, flat-footed 12 (+3 Dex, +1 dodge, +2 size)
hp 19 (3d10+3)
Fort +4, Ref +7, Will +2
Speed 40 ft.; quick adjust
Melee bite +3 (1d34 plus velocitoad toxin)
Space 21/2 ft.; Reach 0 ft.
Special Attacks flashing charge
Spell-Like Abilities (CL 3rd; concentration +3)
Str 2, Dex 17, Con 13, Int 7, Wis 12, Cha 10
Base Atk +3; CMB +5; CMD 11 (15 vs. trip)
Feats Improved Initiative, Weapon Focus (bite)
Skills Acrobatics +7 (+11 to jump), Perception +6
Environment any plains or desert
Organization solitary, pair, or sprint (312)
Treasure none
Flashing Charge (Su) If a velocitoad charges, it gains a +2 dodge bonus to Armor Class against attacks of opportunity for moving out of or within a threatened area. It also adds its Dexterity bonus to its damage in place of its Strength modifier.
Quick Adjust (Su) A velocitoad can take a 5-foot step as an immediate action. If it does so, it cannot take a 5-foot step during its next turn, and it subtracts 5 feet from its total movement during its next turn.
Velocitoad Toxin (Su) Bite—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1d3 Con and hasted; cure 2 consecutive saves. A victim hasted by velocitoad toxin that moves 20 feet or more during its turn must succeed at a DC 12 Fortitude save or become fatigued (a fatigued victim becomes exhausted, and an exhausted victim drops to 1 hit points and is dying); the victim does not suffer penalties from the fatigued and exhausted conditions while poisoned. While poisoned, a victim is unaware of its fatigued or exhausted condition, unless it succeeds at a DC 12 Will save. Additionally, if a victim hasted by the toxin moves 10 feet or more as a move action, roll a d% to determine how far the victim moves. On 0140, it moves the distance it intends; on 4170, it moves 50% more than it intends; on 7190, it moves twice as far as it intends; and on 91100, it moves three times as far as it intends. If the victim moves further than it intends and collides with a solid object, it takes damage as if it fell the additional distance. The save DCs are Constitution-based.

Velocitoads derive from a species of desert toads gifted with extraordinary speed through exposure to temporal magic. The original toads passed their incredible speed on to their progeny, which also developed a toxin that speeds up other creatures, often to the detriment of the victims. Velocitoads effectively hunt by poisoning their victims and letting those creatures run themselves to death.

A spellcaster with the Improved Familiar feat, and knows haste or another spell that increases base speed, can gain a velocitoad as a familiar at 7th level. While a spellcaster has a velocitoad familiar, she casts spells that increase base speed at +1 caster level for the purpose of determining duration.

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