# Exploding Toad *Tiny* *Monstrosity* *chaotic evil* - **Armor Class:** 12 (natural armor) - **Hit Points:** 2 (1d4) - **Speed:** swim 20 ft. walk 20 ft. - **Challenge Rating:** 1/4 (50 XP) - **Source:** Creature Codex, page 150 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 1 (-5) | 13 (+1) | 11 (+0) | 4 (-3) | 8 (-1) | 3 (-4) | - **Skills:** stealth +5 - **Damage Immunities:** fire - **Senses:** darkvision 30 ft., passive Perception 9 - **Languages:** understands Goblin but can't speak ### Special Abilities - **Amphibious:** The toad can breathe air and water. - **Final Croak:** When the toad is reduced to 0 hp, it explodes in a 10-foot-radius sphere. Each creature in the area must make a DC 11 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. - **Mad Hopping:** Ranged attacks against the toad have disadvantage. - **Selective Immunity:** When an attack or effect deals fire damage to the toad, the toad can choose to take the fire damage as if it were not immune. - **Standing Leap:** The toad's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start. ### Actions - **Bite:** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. ### Reactions - **Death Leap:** The exploding toad can turn an attack that missed it into a hit or turn a successful saving throw into a failure.